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"use strict"; PrinceJS.Tile.Clock = function (game, x, y, state) { this.game = game; this.back = this.game.make.sprite(x, y, "cutscene"); this.tileChild = this.game.make.sprite(8, 16, "cutscene"); this.tileChild.visible = false; this.back.addChild(this.tileChild); this.sandStep = 0; this.clockStep = state; this.step = 0; this.back.frameName = PrinceJS.Tile.Clock.clockFrames[this.clockStep]; this.tileChild.frameName = PrinceJS.Tile.Clock.sandFrames[this.sandStep]; this.active = false; }; PrinceJS.Tile.Clock.sandFrames = Phaser.Animation.generateFrameNames("clocksand0", 1, 3, "", 1); PrinceJS.Tile.Clock.clockFrames = Phaser.Animation.generateFrameNames("clock0", 1, 7, "", 1); PrinceJS.Tile.Clock.prototype.update = function () { if (this.active) { this.sandStep = (this.sandStep + 1) % PrinceJS.Tile.Clock.sandFrames.length; this.tileChild.frameName = PrinceJS.Tile.Clock.sandFrames[this.sandStep]; this.step++; if (this.step === 40) { this.clockStep = (this.clockStep + 1) % PrinceJS.Tile.Clock.clockFrames.length; this.back.frameName = PrinceJS.Tile.Clock.clockFrames[this.clockStep]; this.step = 0; } } }; PrinceJS.Tile.Clock.prototype.activate = function () { this.active = true; this.tileChild.visible = true; }; PrinceJS.Tile.Clock.prototype.constructor = PrinceJS.Tile.Clock;
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