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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