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;
}
}
}