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1. 'pingpong' not working when 'loop=false'To make 'pingpong' work even when 'loop' is set to false, you can update your animation definitions. Use the following modified 'attack' and 'skill' animations: 'anims': {
'idle': { from: 0, to: 5, speed: 12, loop: true },
'attack': { from: 6, to: 12, speed: 16, loop: false, pingpong: true },
'skill': { from: 13, to: 30, speed: 16, loop: false, pingpong: true },
'hit': { from: 31, to: 35, speed: 16, loop: false }
} 2. Adding a callback for onFrameChange during the 'skill' animationTo add a callback for the 'onFrameChange' event during the 'skill' animation, you can modify your sprite.SKill function like this: sprite.SKill = (target) => {
sprite.play('skill', {
onFrameChange: (frame) => {
// Your callback logic here, based on the current frame
console.log(`Frame changed to: ${frame}`);
}
});
// I need to know when to keyframe
target.play('hit');
_.addKaboom(target.pos, { scale: 1.2, speed: 1 });
} Now, when the 'skill' animation is playing, the callback will be triggered on each frame change, allowing you to add your custom logic. Hope this helps!! |
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my code
1: 'pingpong' does not work when 'loop=false'
2: I need to know when to keyframe
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