I have a question about the sprite sheet animations created in Level Director. After a sprite sheet animation is created, lets say I had made a animation of a character walking and then another of him dying, how do I switch between the 2 animation within my code?
I couldn’t seem to find any code like this in the examples
•Fix: Resolved issue with PhysicsEditor imported items for European regions where dots and commas are swapped, it would cause the physics editor window to crash.
•New: Graphics2.0 – Default AnchorX and Y properties added to tools->options and associated to each project.
•New: Graphics2.0 – AnchorX and Y added to Assets and defaulted from project defaults (above).
•New: Graphics2.0 – AnchorX and Y added to objects and defaults to assoicated asset values (above).
•New: Graphics2.0 – Flag added to tools->options to specify if a project is Graphics2.0 enabled. If set then coordinates are calculated based on the anchor values
•New: LD_HelperG2.lua, LD_LoaderG2.lua and Corona_templateG2.lua files created to work with Graphics2.0 projects only.
•New: %LEVEL%.AnchorX and Y added to export the default anchor values.
•New: %ASSET%.AnchorX and Y added to export anchor values for an asset.
•New: %OBJECT%.AnchorX and Y added to export anchor values for an object.
•New: G2Test example project added to test the new modules (above) work with the Graphics2.0 builds of Corona.
•New: Click scroll wheel and move mouse (not drag) to scroll canvas in that direction.
•Fix: Auto load last level fixed.
•New: A simple Storyboard example project added.
•New: Allowed Physics to be imported from PhysicsEditor and applied to non imagesheet assets.
•New: Polygon shape object added. Size a container then start plotting points. Supports texture fills.
•New: Rectangles and Circle object now support texture fill when in Graphics 2.0 (G2) mode.
•New: Anchor point indicator now shows on selected object (G2 mode).
•New: When plotting points (polygons, paths etc) the last point is shown in a different colour.
•New: Points (polygons, paths etc) are only drawn when object is selected.
•New: WireFrame property added to level and %LEVEL%.WireFrame export tag created.
•New: %OBJECT%.FillType added to export, 0 = Colour, 1= Texture from Image, 2 = Texture from ImageSheet
•New: %OBJECT%.FillAssetName added to export to determine the asset in which to get the fill image
•New: %OBJECT%.FillFrame added to export and used in conjunction with imagesheet tp specifiy the frame.
•New: %OBJECT%.StrokeColorA added to provide the alpha element.
•New: %OBJECT%.FillColorA added to provide the alpha element.
•NOTE: Only the G2Test example was created to work with the Graphics 2.0 build of Corona SDK, the other examples will need a pre G2 build of Corona or be exported and converted to work in G2 mode.
Hi, yes you’re right the original examples are still based on the older builds of Corona but the G2Test example is not and uses the new G2 versions of the helper files.
It is difficult as people are still using the old trusty builds before G2 settles down, and I don’t blame them.
The examples should be easily converted by marking them as Graphics2.0 enabled and using the G2 versions of the helper lua files.
If there are any you need help with then please let me know and I’ll convert them for you and in time I will convert them all.
…actually by commenting out the 'require “sprite” line will probably fix it as you’ll notice in LD_Helper.lua it has a switch to use the old and new, and the new method is the default.
LD\_Helper.useSpriteSheets = true -- use old (false) or new method for spritesheets
The G2 demo is working fine in the simulator. But i think Graphics 2.0 (or especially the type of licence which was introduced with G2) will bring some more troubles because of the so called “premium features”
i have only the Starter licence and now i get the following warings in the Simulator:
WARNING: object.path is a premium graphics feature that requires a Pro (or highe
r) subscription.
The same for object.fill.
Perhaps you also have to provide different templates for Pro and Starter users :-)
I have a question about the sprite sheet animations created in Level Director. After a sprite sheet animation is created, lets say I had made a animation of a character walking and then another of him dying, how do I switch between the 2 animation within my code?
I couldn’t seem to find any code like this in the examples
This release sees some really useful UI changes and further support for Graphics2.0 and Storyboard, including a new Button object.
•Fix: Resolved error when objects removed from a TexturePacker spritesheet.
•Fix: Delete asset fixed so it deletes linked objects across all layers.
•New: Duplicate CTRL+Arrow key now works when multiple items are selected.
•New: Duplicate level button added to make an exact copy of the current level.
•New: Multi-Select/Deselect now possible when clicking objects in conjunction with the CTRL key.
•Fix: Now correctly checks the Asset ‘Export’ property, so assets will only be exported if true, please check your assets!
•Fix: LD_HelperG2.lua fixed to set anchor values for lines when drawing paths.
•Fix: Anchor values exported correctly for European countries where dots and commas are swapped.
•New: setLayerVisible(layerName) function added to LD_LoaderG2.lua so hide/show a layer.
•Fix: isVisible property is now exported correctly for objects.
•Fix: Fixed issue when manually typing in x,y coords, it would not take into account anchor values.
•New: Image objects now store ‘assetName’ when exported which can be accessed later.
•New: Export status has been improved to show progress when exporting large levels.
•New: Export folder is now converted to a relative path.
•Fix: Corona_TemplateG2, LD_LoaderG2 and LD_HelperG2 modified to work correctly with storyboard. Level and Layer display objects now moved to ‘view’ property so please be aware if using the getLayer() method as you will need to add ‘.view’.
•Fix: removeLevel() method improved to clean up variables and objects.
•AssetTest, Joints, Pong, V2Demo, Example1, PEDemo, BezierPhysics and PottyBird examples converted to Graphics 2.0.
•New: Button display object added which uses TextureFill of Graphics2.0
•New: Asset group collapsible status is now stored on the level so it remembers it when reloaded.
•New: Send to Back/Front now works for multiple objects.
•Fix: Bezier and Path Physics in LD_HelperG2.lua fixed to work with Graphics2.0.
This release sees some really useful UI changes and further support for Graphics2.0 and Storyboard, including a new Button object.
•Fix: Resolved error when objects removed from a TexturePacker spritesheet.
•Fix: Delete asset fixed so it deletes linked objects across all layers.
•New: Duplicate CTRL+Arrow key now works when multiple items are selected.
•New: Duplicate level button added to make an exact copy of the current level.
•New: Multi-Select/Deselect now possible when clicking objects in conjunction with the CTRL key.
•Fix: Now correctly checks the Asset ‘Export’ property, so assets will only be exported if true, please check your assets!
•Fix: LD_HelperG2.lua fixed to set anchor values for lines when drawing paths.
•Fix: Anchor values exported correctly for European countries where dots and commas are swapped.
•New: setLayerVisible(layerName) function added to LD_LoaderG2.lua so hide/show a layer.
•Fix: isVisible property is now exported correctly for objects.
•Fix: Fixed issue when manually typing in x,y coords, it would not take into account anchor values.
•New: Image objects now store ‘assetName’ when exported which can be accessed later.
•New: Export status has been improved to show progress when exporting large levels.
•New: Export folder is now converted to a relative path.
•Fix: Corona_TemplateG2, LD_LoaderG2 and LD_HelperG2 modified to work correctly with storyboard. Level and Layer display objects now moved to ‘view’ property so please be aware if using the getLayer() method as you will need to add ‘.view’.
•Fix: removeLevel() method improved to clean up variables and objects.
•AssetTest, Joints, Pong, V2Demo, Example1, PEDemo, BezierPhysics and PottyBird examples converted to Graphics 2.0.
•New: Button display object added which uses TextureFill of Graphics2.0
•New: Asset group collapsible status is now stored on the level so it remembers it when reloaded.
•New: Send to Back/Front now works for multiple objects.
•Fix: Bezier and Path Physics in LD_HelperG2.lua fixed to work with Graphics2.0.