I'm trying to figure out how the AtlasSprite & Animation works. I
studied the sample
projects and coded my own, but it seems the code creating the
animation object
cannot be 'separated' from the code calling the actions. e.g. :

In -(void) init
mgr = [AtlasSpriteManager spriteManagerWithFile:@"knight.png" capacity:
50];
                knight = [AtlasSprite spriteWithRect:CGRectMake(0, 90, 90, 90)
spriteManager:mgr];
                knight.position = ccp(400, 160);
                [mgr addChild:knight];
                [self addChild:mgr];

                animation = [AtlasAnimation animationWithName:@"walk" 
delay:0.2];
                for (int i = 0; i < 3; i++)
                {
                        [animation addFrameWithRect:CGRectMake(i * 90, 90, 90, 
90)];
                }
                atlasSpriteAction = [Animate actionWithAnimation:animation];
                [knight runAction:[RepeatForever
actionWithAction:atlasSpriteAction]];

Would just work fine. but if you write:

In -(void) init:
mgr = [AtlasSpriteManager spriteManagerWithFile:@"knight.png" capacity:
50];
                knight = [AtlasSprite spriteWithRect:CGRectMake(0, 90, 90, 90)
spriteManager:mgr];
                knight.position = ccp(400, 160);
                [mgr addChild:knight];
                [self addChild:mgr];

                animation = [AtlasAnimation animationWithName:@"walk" 
delay:0.2];
                for (int i = 0; i < 3; i++)
                {
                        [animation addFrameWithRect:CGRectMake(i * 90, 90, 90, 
90)];
                }

In -(void) onEnter:
                atlasSpriteAction = [Animate actionWithAnimation:animation];
                [knight runAction:[RepeatForever
actionWithAction:atlasSpriteAction]];

The program crashes. But by putting all the above code in -(void)
onEnter would work fine as well. This looks a little bit unreasonable
to me. Isn't it possible to pre-build an animation/action object and
use it at a later time?

Hope somebody knows the answer. Thanks in advance.



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