Game Development Reference
In-Depth Information
Let's slide back to the start of the chapter where we said that the
Stage
class
holds the reference to all initialized textures and each
StageObject
holds the
textureIndex
, the index to the initialized texture. Now, if we change the value
of the
textureIndex
property in the update call, it will render each time with a
different texture, giving an illusion of the animation.
Let's look at textures, shown in the following screenshot, which we have created to
simulate an explosion:
We will apply these textures to an explosion object (
explosion.json
from the
model\weapons
folder of the code bundle).
So, first let's understand our
explosion.js
file from the
primitive/game
folder of
the code bundle.
The
Explosion
class has a new
textureIndices[]
variable in the place of the
positions
array. This array holds the indices of textures defined in the primary
Stage
class.
Explosion= inherit(StageObject, function (){
superc(this);
this.textureIndices=[];
this.counter=0;
this.visible=false;
});