Thank you once more Claudio ! I didn't realize this would pose problems with sprite positions, since I actually don't move them around in my game (they are cells in a grid), but your solutions seem perfect.
I think I'll go with the texture offset, I guess there has to be a downside to have images in separate textures... I'll have a look at the ParticleSystem code, this should be instructive ! Le dimanche 19 août 2012 00:56:03 UTC+2, Claudio Canepa a écrit : > > > > On Sat, Aug 18, 2012 at 5:36 PM, Nitneroc <[email protected]<javascript:> > > wrote: > >> Ok, I see now this only works because the image is the only one used at >> the moment, and I'd get to see other images in the atlas (I guess ?) with >> such a code, but there has to be a workaround. >> -- >> >> > > You can load an image as a single texture with > > pic = pyglet.image.load('fire.png', > file=pyglet.resource.file('fire.png')) > texture = pic.get_texture() > > Another way is to change the texcoords recalculation to account for the > offset that an image in an atlas has. > > -- You received this message because you are subscribed to the Google Groups "cocos2d discuss" group. To view this discussion on the web visit https://groups.google.com/d/msg/cocos-discuss/-/S7c7OUMuL9YJ. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/cocos-discuss?hl=en.
