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Movable Tile
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MovableTile.prototype.postTileAnimation = function () { | |
//mover el sprite a donde no se vea | |
this.x = -100; | |
this.y = -100; | |
//restaurar el tile | |
_tile.map.putTile(_tile.index, _tile.x, _tile.y) | |
}; | |
MovableTile.prototype.doTileAnimation = function () { | |
//Aca va todo el codigo que maneje la animacion del sprite segun lo que quieras hacer | |
//en alguna parte tiene que llamar a this.postTileAnimation(); cuando la animacion finaliza | |
}; | |
var MovableTile = function (game, image, tile, map) { | |
Phaser.Sprite.call(this, game, tile.worldX, tile.worldY, image, tile.index - 1); | |
this._tile = {}; | |
this._tile.map = map; | |
this._tile.x = tile.x; | |
this._tile.y = tile.y; | |
this._tile.index = tile.index; | |
this._game = game; | |
map.removeTile(tile.x, tile.y); | |
game.add.existing(this); | |
game.physics.enable(this, Phaser.Physics.ARCADE); | |
this.body.immovable = true; | |
}; | |
MovableTile.prototype = Object.create(Phaser.Sprite.prototype); | |
MovableTile.prototype.constructor = MovableTile; | |
MovableTile.prototype.restartTile = function () { | |
this.x = -100; | |
this.y = -100; | |
this._tile.map.putTile(this._tile.index, this._tile.x, this._tile.y) | |
}; | |
MovableTile.prototype.animateTile = function () { | |
var self = this; | |
this._game.add.tween(this).to( { y: this._game.height + 32 }, 2400, Phaser.Easing.Linear.None).start().onComplete.add(function(){ | |
self.restartTile(); | |
}); | |
}; |
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