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vox

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    vox reacted to Mike at BrashMonkey in Multiple resolution support   
    Aside from that, Spriter Pro has an option to create a scaled clone of your entire Spriter Project.. in case you want your reduced scale version to not waste texture space/memory on needlessly large images.
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    vox got a reaction from qertis in Using Spriter animations in Cocos2d-JS   
    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
     
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