Add an atlasType to character called multiSparrow. If this attribute is set, the asset attribute of the character will be ignored, and instead an array of graphics will be loaded based on the asset attribute of each animation.
When playing an animation, each entry will be checked if the name matches, and if so, that asset will be loaded.
This scheme has the following effects:
If one name has two animation files tied to it, both will be played at the same time. This is needed to render things like Expurgation Tricky which use multiple sprite files (Expurgation has a set of spikes which appear in front of him during his UP animation, that are in a separate sprite).
If two different names have different animation files tied to them, those assets with no matching animations will be hidden. This basically lets you put separate animations in separate files. This is needed to render things like Hellclown Tricky, whose individual animations are in different files.
Add an
atlasType
to character calledmultiSparrow
. If this attribute is set, theasset
attribute of the character will be ignored, and instead an array of graphics will be loaded based on theasset
attribute of each animation.When playing an animation, each entry will be checked if the name matches, and if so, that asset will be loaded.
This scheme has the following effects: