I am creating a game for iPhone and iPad.
Most of the images are stored as PNGs using a “@i” suffix to supply smaller image versions for the iPhone using Corona’s content scaling and imageSuffix functionalities.
The player character animation is stored in a sprite sheet.
Unfortunately, the down-rendered version looks very bad.
Thus I created a second sprite sheet in the appropriate size and tried loading it like this
if (system.getInfo(“model”) == “iPad”) then
local zwoptexData = require “sprites”
local data = zwoptexData.getSpriteSheetData()
spriteSheet = sprite.newSpriteSheetFromData( “sprites.png”, data )
else
local zwoptexData = require “small”
local data = zwoptexData.getSpriteSheetData()
spriteSheet = sprite.newSpriteSheetFromData( “small.png”, data )
end
Unfortunately (but in accordance to the definition given for automatic scaling), the sprites are still reduced in size by Corona at run-time and end up being much too small.
What is the correct way to use different size sprite sheets with Corona?
Is there a way to disable scaling for sprite sheets?
Thanks! [import]uid: 10292 topic_id: 4129 reply_id: 304129[/import]