Closed hugoruscitti closed 10 years ago
setBackgroundImage method has a second optional parameter, a boolean, which indicates whether you want the actor to be equal in size to the image. so call setBackgroundImage( spriteImage, false ) to make it work properly.
2013/5/16 Hugo Ruscitti notifications@github.com
Hi !, i'm starting to use spritesheet images in my caat game, but when i rotate or scale em', caats don't compute the anchor values correctly.
I think caat don't take the sprite frame size correctly. For example, i made a little demo using two sprites:
[image: captura_de_pantalla_16_05_13_20_45]https://f.cloud.github.com/assets/99183/515772/7645912c-be84-11e2-866a-9f916d90c0ab.png
Both sprites uses the same rotation and anchor, but the right sprite show a bigger bounding box (the original texture size i think) and rotates with other anchor value.
With no rotation, the sprites show the same bounding box difference:
[image: captura_de_pantalla_16_05_13_20_40]https://f.cloud.github.com/assets/99183/515780/c20d2304-be84-11e2-9cdc-01cf1853e1df.png
(the first image was taken with 'bounding box' debug option enabled)
You can see my testing code in:
https://github.com/hugoruscitti/texturepacker-caat-exporter/blob/master/demo/game.js
— Reply to this email directly or view it on GitHubhttps://github.com/hyperandroid/CAAT/issues/145 .
Thank Ibon!, but when i set the second parameter to false, the sprite rotates from the top left corner, ignoring the anchors values:
Hi, i found a ugly workaround, but i want to get some alternative: when i set the actor size equals to be equal to the frame size it's works as i expected:
I'm reading the caat source code, but i don't find when the actor change the image index. I think in that point caat needs to set the actor size to the frame size. could you guide me to my about it?
I don't know what your problem is w/o taking a look at your code, but plenty of the CAAT bundled demos use sprite sheets to animate independent frames.
look at :
http://hyperandroid.github.io/CAAT/documentation/demos/demo9/behaviors_org.html http://hyperandroid.github.io/CAAT/documentation/demos/demo7/anchors_org.html
where sprites are used for rotation, etc. Post your code, will be way better for me to figure out.
Hi ibon !!!, thanks, I write a smaller example code of my problem:
In the code, there are two sprites, one with a single image attached and the other with a spritesheet attached. I spec both rotates from the center point, buts the actor with the spritesheet image attached does not change its anchor.
I see that caat works great with regular spritesheets (like in demos, created with "initilize" method with rows and cols) but i don't figure how to use texture spritesheets (created with "initializeFromMap" method and diferent frame size).
My code are attached as a zip file too:
https://www.dropbox.com/s/8vc7xgm2iufosjx/simple_rotation.zip
Thanks again ibon !
sorry i missed this email. to use results from a map, use the map key name instead of an index. that is all.
i will post a sampke since some other people are asking for the same feature.
Hi ibon !!!, thanks, I write a smaller example code of my problem:
In the code, there are two sprites, one with a single image attached and the other with a spritesheet attached. I spec both rotates from the center point, buts the actor with the spritesheet image attached does not change its anchor.
I see that caat works great with regular spritesheets (like in demos, created with "initilize" method with rows and cols) but i don't figure how to use texture spritesheets (created with "initializeFromMap" method and diferent frame size).
My code are attached as a zip file too:
https://www.dropbox.com/s/8vc7xgm2iufosjx/simple_rotation.zip
Thanks again ibon !
— Reply to this email directly or view it on GitHubhttps://github.com/hyperandroid/CAAT/issues/145#issuecomment-18941451 .
Hi !, i'm starting to use spritesheet images in my caat game, but when i rotate or scale em', caats don't compute the anchor values correctly.
I think caat don't take the sprite frame size correctly. For example, i made a little demo using two sprites:
Both sprites uses the same rotation and anchor, but the right sprite show a bigger bounding box (the original texture size i think) and rotates with other anchor value.
With no rotation, the sprites show the same bounding box difference:
(the first image was taken with 'bounding box' debug option enabled)
You can see my testing code in:
https://github.com/hugoruscitti/texturepacker-caat-exporter/blob/master/demo/game.js