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vox

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vox last won the day on May 15 2016

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  1. Thanks, I ended up using that feature it was very useful. Though I had to spend lots of time looking for it, didn't realize it was there.
  2. I've made an animation in sprinter for my cocos2dx-JS using one of the developers implementions here. I was wondering though how I would go about supporting different resolutions for my project? edit: nvm this looks like it is already handled by cocos2dxJS by setting the content scale factor. http://www.cocos2d-x.org/wiki/Multi_resolution_support
  3. I'm having issues with this.. I cant create multiple instances of cc.Spriter. For example, if I create a cc.Spriter object give it a entitiy and anim that is OK. As soon as I create another cc.Spriter instance it seems to be that the new cc.Spriter instance is tied to the previous one changing the entity and the anim of the first cc.Spriter object rather than the one one I just created. Ok I've sort of figured it out.. _hideAllSprites() is hiding sprites from every sprite even from different instances. If i remove hide all sprites I can now see both animations playing. EDIT(SOLUTION): I changed the class a bit.. I made it so that sprites is now an array inside of the class defined as: sprites: [] but you also have to define it in the constructor like: ctor:function (sconLink) { this._super(); this.sprites = []; so that it is not a shared array among your instances
  4. I'm having issues with this.. I cant create multiple instances of cc.Spriter. For example, if I create a cc.Spriter object give it a entity and anim that is OK. As soon as I create another cc.Spriter instance it seems to be that the new cc.Spriter instance is tied to the previous one changing the entity and the anim of the first cc.Spriter object rather than the one I just created.
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