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Diffstat (limited to 'client/src/akkamon/scenes/BootScene.ts')
| -rw-r--r-- | client/src/akkamon/scenes/BootScene.ts | 39 |
1 files changed, 39 insertions, 0 deletions
diff --git a/client/src/akkamon/scenes/BootScene.ts b/client/src/akkamon/scenes/BootScene.ts new file mode 100644 index 0000000..4642584 --- /dev/null +++ b/client/src/akkamon/scenes/BootScene.ts @@ -0,0 +1,39 @@ +import Phaser from 'phaser'; + +import { AkkamonWorldScene } from './AkkamonWorldScene'; + +export class BootScene extends AkkamonWorldScene { + constructor() { + super('BootScene') + } + + init(): void { + } + + preload(): void { + this.load.image("tiles", "assets/tilesets/akkamon-demo-extruded.png"); + // load from json! + this.load.tilemapTiledJSON("map", "assets/tilemaps/akkamon-demo-tilemap.json"); + + // An atlas is a way to pack multiple images together into one texture. I'm using it to load all + // the player animations (walking left, walking right, etc.) in one image. For more info see: + + // https://labs.phaser.io/view.html?src=src/animation/texture%20atlas%20animation.js + // If you don't use an atlas, you can do the same thing with a spritesheet, see: + // https://labs.phaser.io/view.html?src=src/animation/single%20sprite%20sheet.js + this.load.atlas("atlas", + "assets/atlas/atlas.png", + "assets/atlas/atlas.json"); + + this.load.image("menu", "assets/images/pMenu.png"); + this.load.image("menupicker", "assets/images/menupicker.png"); + } + + create(): void { + this.scene + .launch('DemoScene') + .launch('AkkamonUI') + .remove() + } +} + |
