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