Just looking through the examples and was a bit confused by the code required to make an animation.
Is there a simpler way to do it such as a play command?
New to Gideros, just figuring out if it's for me or not.
Thanks
Tom
--[[
This code is MIT licensed, see
http://www.opensource.org/licenses/mit-license.php(C) 2010 - 2011 Gideros Mobile
]]
AnimatedSprite = Core.class(Sprite)
function AnimatedSprite:init()
local pack = TexturePack.new("anim.txt", "anim.png")
self.anim = {
Bitmap.new(pack:getTextureRegion("anim_01.png")),
Bitmap.new(pack:getTextureRegion("anim_02.png")),
Bitmap.new(pack:getTextureRegion("anim_03.png")),
Bitmap.new(pack:getTextureRegion("anim_04.png")),
Bitmap.new(pack:getTextureRegion("anim_05.png")),
Bitmap.new(pack:getTextureRegion("anim_06.png")),
Bitmap.new(pack:getTextureRegion("anim_07.png")),
Bitmap.new(pack:getTextureRegion("anim_08.png")),
Bitmap.new(pack:getTextureRegion("anim_09.png")),
Bitmap.new(pack:getTextureRegion("anim_10.png")),
Bitmap.new(pack:getTextureRegion("anim_11.png")),
Bitmap.new(pack:getTextureRegion("anim_12.png")),
Bitmap.new(pack:getTextureRegion("anim_13.png")),
}
self.frame = 1
self:addChild(self.anim[1])
self.nframes = #self.anim
self.subframe = 0
self:addEventListener(Event.ENTER_FRAME, self.onEnterFrame, self)
end
function AnimatedSprite:onEnterFrame()
self.subframe = self.subframe + 1
if self.subframe > 4 then
self:removeChild(self.anim[self.frame])
self.frame = self.frame + 1
if self.frame > self.nframes then
self.frame = 1
end
self:addChild(self.anim[self.frame])
self.subframe = 0
end
end
Comments
Fantastic creation!
Are there any plans to integrate this into the existing IDE?
Tom