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Matt_UK

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  1. this was me doing it wrong.... I didnt understand the charactermaps example code properly (and probably I still don`t) i used: public boolean touchDown (int screenX, int screenY, int pointer, int button) { if(button != Input.Buttons.RIGHT) player.characterMaps[i] = charMaps[i]; //set the character map to the one saved in maps else player.characterMaps = null; //set the char map to null, to remove it i = (player.characterMaps.length+(++i))%player.characterMaps.length; return false; } but when i changed it to player.characterMaps[0] = charMaps[i]; //set the character map to the one saved in maps everything worked as planned. I then spent a day with a working character map demo and being unable to get the Spriter Player to render within my game logic. turns out I didn`t understand Camera classes properly either so now that`s fixed i seem to be able to completely get rid of spritesheets in my game and the world is a wonderful place again
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