What I want to do is play a running animation on a sprite, every time a key is pressed
My code (extract) looks like this:
function update() {
if (keys["w"].isDown) {
avatar.setVelocityY(-250);
}
if (keys["d"].isDown) {
avatar.setVelocityX(250);
}
if (keys["a"].isDown) {
avatar.setVelocityX(-250);
}
if (keys["s"].isDown) {
avatar.setVelocityY(250);
avatar.play("run_front");
}
}
The problem: When I hit s
, only the first frame of the animation is played and the animation will only finish when I stop pressing it.
I think this is because the animation is overwritten every time I press s
.
So how can I run the animation only if the one before isn't playing yet?
Thanks in advance
CodePudding user response:
I found the solution in using avatar.anims.isPlaying
So what I did is:
if (!avatar.anims.isPlaying) avatar.anims.play("lazy");