qertis Posted November 7, 2015 Report Share Posted November 7, 2015 Hi everyone, I have ported the Spriter to Cocos2d-HTML5 (JS). Based on spriter.js by: Jason Andersen, Isaac Burnds and PIXI port by Sean Bohan. --- GitHub Link: https://github.com/tewst/cc_spriter Basic example: tewst.github.io/cc_spriter Quote Link to comment Share on other sites More sharing options...
gmalone Posted November 23, 2015 Report Share Posted November 23, 2015 That's exciting, qertis. Good work. Cocos2d-x-JS needs the Spriter option. I'm curious, do you develop in CC2DX-JS and use skeletal animation? If so, in your experience, is that combo ready-for-production use, or still a bit early in dev, i.e. not mature yet? I'm trying to sort out the options, but sometimes the information is incomplete or out of date. Thanks for your work on the Spriter port. qertis 1 Quote Link to comment Share on other sites More sharing options...
qertis Posted November 28, 2015 Author Report Share Posted November 28, 2015 cc_spriter updated Features: Remove goog and spriter from window object Basic animations Bone animations All curve types (Instant, Linear, Quadratic, Cubic, Quartic, Quintic, Bezier) Points Collision Rectangles SubEntities Events Variables Tags Character maps Animation Blending Minified size ~63kB https://github.com/qertis/cc_spriter/releases/tag/1.0.0 Quote Link to comment Share on other sites More sharing options...
qertis Posted November 28, 2015 Author Report Share Posted November 28, 2015 On 11/23/2015, 7:56:11, gmalone said: That's exciting, qertis. Good work. Cocos2d-x-JS needs the Spriter option. I'm curious, do you develop in CC2DX-JS and use skeletal animation? If so, in your experience, is that combo ready-for-production use, or still a bit early in dev, i.e. not mature yet? I'm trying to sort out the options, but sometimes the information is incomplete or out of date. Thanks for your work on the Spriter port. Yes, it's a mature and ready for production. Quote Link to comment Share on other sites More sharing options...
qertis Posted November 29, 2015 Author Report Share Posted November 29, 2015 New version: 1.0.1 Works in firefox, chrome. Supports webgl and canvas2d. Quote Link to comment Share on other sites More sharing options...
lucid Posted November 29, 2015 Report Share Posted November 29, 2015 On 11/28/2015, 5:12:17, qertis said: cc_spriter updated Features: Remove goog and spriter from window object Basic animations Bone animations All curve types (Instant, Linear, Quadratic, Cubic, Quartic, Quintic, Bezier) Points Collision Rectangles SubEntities Events Variables Tags Character maps Animation Blending Minified size ~63kB https://github.com/qertis/cc_spriter/releases/tag/1.0.0 excellent job! Quote Link to comment Share on other sites More sharing options...
qertis Posted February 19, 2016 Author Report Share Posted February 19, 2016 Version updated! Features: Cocos2d-JS 3.10 Supported Download from Github Quote Link to comment Share on other sites More sharing options...
qertis Posted March 6, 2016 Author Report Share Posted March 6, 2016 New version: 1.1.3 Optimized structure Demo updated Quote Link to comment Share on other sites More sharing options...
vox Posted April 10, 2016 Report Share Posted April 10, 2016 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. Quote Link to comment Share on other sites More sharing options...
vox Posted April 10, 2016 Report Share Posted April 10, 2016 (edited) 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 Edited April 10, 2016 by vox qertis 1 Quote Link to comment Share on other sites More sharing options...
qertis Posted May 15, 2016 Author Report Share Posted May 15, 2016 On 10.04.2016 at 8:13 AM, vox said: 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 Thank you! Merged: https://github.com/tewst/cc_spriter/commit/f11f000da29e8e7d27e90833bd16fe9110926f3a Quote Link to comment Share on other sites More sharing options...
vox Posted February 16, 2017 Report Share Posted February 16, 2017 [deleted] Quote Link to comment Share on other sites More sharing options...
b1ackbird Posted September 8, 2017 Report Share Posted September 8, 2017 Feature description mentions CharacterMaps - are they supported? Can't seem to find a way to use them. Quote Link to comment Share on other sites More sharing options...
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