Game Development Reference
In-Depth Information
Figure 13-9 . Add a third level of if-else nesting that prevents cels from alternating too quickly by using a frame-
counter
Now make the same modifications to the if(invinciBagel.isLeft())
conditional if() structure. The only difference will be the ScaleX property being -1
(mirrored sprite image) as shown in the following code in Figure 13-10 :
if(invinciBagel. isLeft() ) {
spriteFrame.setScaleX( -1 );
if( !animator ) {
spriteFrame. setImage (imageStates.get( 1 ));
if( framecounter >= runningspeed ) {
animator= true;
framecounter=0;
} else { framecounter+=1; }
}
else if( animator ) {
spriteFrame. setImage (imageStates.get( 2 ));
if( framecounter >= runningspeed ) {
animator= false;
framecounter=0;
} else { framecounter+=1; }
}
}
 
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