I all,
Been enjoying getting back into animating sprites in Corona. I think the API has changed a bit since I last worked with them but it looks like an improvement.
I’m trying to figure out how to play a sequence of frames and then hold on the last frame. Specifically I have a character that “swings” an axe. The animation is currently three frames so I’d like it to play the first two and then hold on the third so that the fully “extended” axe holds in front of the character…
I can set up my animation sequenceData so that the animation only plays forward (" loopCount = 1, loopDirection = “forward” "). The last frame only displays for the specified frame time however so the axe “swings” and then instantly disappears (as one would expect based on the set up of the system)
Since there doesn’t seem to be an option to hold on the last frame my thought was to just display the last frame as a seperate image once the animation was complete. I don’t believe there’s a way to automatically trigger a function (the way one might be able to with a transition onComplete for instance) so would I just use a timer.performWithDelay and manually set up the delay for displaying the separate image to be equal to the time of the animation?
Does this seem like an ideal approach or am I over thinking this?
Thanks in advance for any advice 