package;
import flixel.FlxG;
import flixel.FlxState;
import flxanimate.FlxAnimate;
class PlayState extends FlxState
{
var character:FlxAnimate;
override public function create()
{
var character = new FlxAnimate(0, 300, "assets/images");
character.anim.addBySymbol("idle", "anims/idle", 24, true, 0, 0);
character.anim.addBySymbol("singUP", "anims/up", 24, true, 0, 0);
character.anim.addBySymbol("singDOWN", "anims/down", 24, true, 0, 0);
character.anim.addBySymbol("singLEFT", "anims/left", 24, true, 0, 0);
character.anim.addBySymbol("singRIGHT", "anims/right", 24, true, 0, 0);
character.screenCenter(X);
character.antialiasing = true;
add(character);
super.create();
}
override public function update(elapsed:Float):Void
{
if (FlxG.keys.pressed.J)
{
character.anim.play("singUP", true);
}
else if (FlxG.keys.pressed.K)
{
character.anim.play("singRIGHT", true);
}
else if (FlxG.keys.pressed.D)
{
character.anim.play("singLEFT", true);
}
else if (FlxG.keys.pressed.F)
{
character.anim.play("singDOWN", true);
}
else
{
character.anim.play("idle", true);
}
super.update(elapsed);
}
}