Hi, I use 100 pictures in my app.The size of each picture is 20 kb.
I build an array to use in an spriteanimation like this:
myAnim = sprite.newAnim{ “img1.png”, “img1.png”, “img1.png”, “img1.png”, “img1.png”, “img1.png”, “img1.png”, “img1.png”,
“img2.png”, “img2.png”, “img2.png”, “img2.png”, “img2.png”, “img2.png”, “img2.png”, “img2.png”,
.
.
.
.
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“img100.png”, “img100.png”, “img100.png”, “img100.png”, “img100.png”, “img100.png”, “img100.png”, “img100.png”}
I load each picture 8 times in row, does this take 8 times the memory aswell??
I have to do it like this otherwise the animation goes to fast or is it another way to do it?
Sorry for my basd english but I hope someone understand what I am trying to do.
Corona framework is smart enough to know that the image is already loaded and does not load it into memory again. ( Take a look at the fishies example ).
There are other ways to do it as well. What type of animation are you trying to do?
You shouldn’t have to do that in order to slow down the animation. You could put the animation on a timer event
Carlos [import]uid: 24 topic_id: 804 reply_id: 1710[/import]
Please can you elaborate on who this is used with the SprinteObject:Play() as I have tried using timer.performWithDelay( 1000, myAnim:play(), 0 ) and it makes no difference so at the moment this is no use to me and I have paid my $99.