SpriterHaxeEngine
SpriterHaxeEngine copied to clipboard
Engine to use Brashmonkey's Spriter SCML for haxe.
I also added some build targets/structured the tests. There's now a dummy point that allows the tests to be compiled without a framework dependency (OpenFL, Heaps, etc).
Context could allow to let users define specific shader or other custom data to a Spriter character and use it in their custom Rendering Libraries.
`curveType` is only loaded when the `` is inside ``. When `curveType` is inside ``, it isn't loaded. EDIT: and the `curveType` follows the one specified in `` inside ``....
pooling
Pooling will be a great improvement. I began to implement it (https://github.com/loudoweb/SpriterHaxeEngine/commit/5443ab41c53ac781d94f1b2eb62321a779119369) When all objects that are instanciated many times per frames will be ready for pooling, it will be...
When using a looping animation in a sequence of animations with playAnimsStack(), the transition is not smooth. However the very same sequence with the animation set to looping false is...
There are now a `nextFrame` and `prevFrame `methods that allows to move frame by frame all spriters independendly (as long as you update with no elapsed time : `update(0)` )...