Lattice Workshop - Step 6.1

Add animations

Next step

The spritesheets we added as textures actually include multiple frames that can be played as an animation. With a couple simple changes to the TextureSystem and AppearanceSystem we can play these animations.

Files changed (2) hide show
  1. client/src/systems/AppearanceSystem.ts +6 -2
  2. client/src/systems/TextureSystem.ts +16 -2
client/src/systems/AppearanceSystem.ts CHANGED
@@ -5,7 +5,7 @@ export function createAppearanceSystem(context: Context) {
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  const {
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  world,
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  components: { Appearance, Texture },
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- phaser: { objectPool },
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+ phaser: { objectPool, scene },
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  } = context;
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  const appearances = defineUpdateQuery(world, [Has(Appearance)]);
@@ -20,7 +20,11 @@ export function createAppearanceSystem(context: Context) {
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  }
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  const object = objectPool.get(entity);
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- if (hasComponent(Texture, appearance.value)) object.setTexture(String(appearance.value));
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+ if (hasComponent(Texture, appearance.value)) {
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+ object.setTexture(String(appearance.value));
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+ const animKey = "anim" + String(appearance.value);
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+ if (scene.anims.get(animKey)) object.anims.play(animKey);
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+ }
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  }
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  });
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  }
client/src/systems/TextureSystem.ts CHANGED
@@ -29,11 +29,25 @@ export function createTextureSystem(context: Context) {
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  loader.spritesheet(String(textureEntity), texture.value, { frameWidth: 16, frameHeight: 16 })
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  );
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+ // Create an animation from the spritesheet
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+ const frames = scene.anims.generateFrameNumbers(String(textureEntity), { start: 0 });
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+ const animKey = "anim" + String(textureEntity);
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+ if (frames.length > 1) {
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+ scene.anims.create({
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+ key: animKey,
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+ frames,
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+ repeat: -1,
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+ frameRate: 5,
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+ });
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+ }
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+
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  // Update entities with this texture
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  const entities = defineQuery([HasValue(Appearance, { value: textureEntity })]).get();
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  for (const entity of entities) {
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- // Since we used the entity id as key when loading, we can refer to it when setting the phaser texture
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- objectPool.get(entity).setTexture(String(textureEntity));
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+ // Since we used the entity id as key when loading, we can refer to it when setting the phaser texture and play the animation
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+ const object = objectPool.get(entity);
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+ object.setTexture(String(textureEntity));
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+ if (scene.anims.get(animKey)) object.anims.play(animKey);
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  }
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  }
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  });