This is normal way of displaying an image: local 开发者_如何学Goimg = display.newImage(\"image.png\");
I am trying to make sprite sheets for rotation of DisplayObjects, and it seems that the gotoAndStop() calls are not working.
I can display my entire sprite (32x512) successfully with this call to gl.texImage2D: gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
I am trying to determine where the user is touching in relation to the character on the screen using cocos2d sprites. When the user clicks to the left of the sprite, I want the sprite to run to the le
I come from a 2D animation background and so when ever I us an animated sequence I prefer to use a sequence of images. To me this makes a lot of sense because you can easily export the image sequence
I\'m trying to use more than one sprite sheet because I can\'t fit them all on one and having two makes my ordering them easier (sprite sheet one sprites are in the back and have a lower zOrder). I\'m
I am trying to use SpriteSheet to run an animation. My frames 开发者_如何转开发are of 320x480 in size each, So I am able to put max 6 frames on the texture image. But my animation consists of frame nu
I have an XNA game (its a slot machine). I have some really cool animations my artist made for me that are more or less 1600x1000 and over 50 frames.