2 animations, each on their own PNG, combined into a SpriteMultiSet.
Anim1 loops.
Tap sprite to play Anim2.
First frame in, last frame out of Anim2 glitches.
New sprite sheet being prepared too soon?
My code error?
Anim2 alone is good.
[code]
local spriteSet2 = sprite.newSpriteMultiSet(
{
{ sheet = anim1Sheet, frames = { 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15 } },
{ sheet = anim2Sheet, frames = { 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18 } }
}
)
sprite.add( spriteSet2, “anim1”, 1, 15, 1000, 0 )
sprite.add( spriteSet2, “anim2”, 16, 18, 1000, 1 )
local p1Hero = sprite.newSprite( spriteSet2 )
p1Hero:setReferencePoint(display.BottomCenterReferencePoint)
p1Hero.x = (270); p1Hero.y = (375);
p1Hero.xScale = (1.0); p1Hero.yScale = (1.0);
p1Hero:prepare( “anim1” )
p1Hero:play( “anim1” )
local function playanim2 (event)
p1Hero:prepare( “anim2” )
p1Hero:play( “anim2” )
end
local function returnToanim1 (event)
if event.phase == “end” then
p1Hero:prepare( “anim1” )
p1Hero:play( “anim1” )
end
end
p1Hero:addEventListener( “tap”, playanim2 )
p1Hero:addEventListener( “sprite”, returnToanim1 )
[/code] [import]uid: 45878 topic_id: 9604 reply_id: 309604[/import]