Larry Stone
Larry Stone
Update: onComplete and the animation boolean work if I use the play method for the animated sprite. e.g. `mySprite.play();` but not when I use the playAnimation method. e.g. `mySprite.playAnimation([0,7]);` but...
Can happen with any tab. (e.g. On Draw).
Hi @andmarti1424 I tried and there was no effect. I'll keep investigating on my end.
Yes @1dancook. My issue is the same as #627. I also only have the problem when building from source. The homebrew version looks fine.
Yes. My original screenshot is from Kitty. And I also see blinking in Mac OS Terminal: https://user-images.githubusercontent.com/421615/163656788-0f4d8755-f22f-457a-8d30-dbf3021630b9.mov
If it helps anyone else, I figured out how to do this. Basically, I use the normally-created object's "add" trigger to create multiple game objects offset by the grid position...
A better way: I ended up creating my own`buildLevel()` function that looks up a function based on the symbol used in the map: 1) Create a plan and a mapping...
Thanks @slmjkdbtl Yeah, the reason I needed a solution other than what's in the spriteatlas demo is that I wanted all the logic to render each grid cell to be...
Thanks for the above suggestion. Yes, I think frameworks like pixi.js do scene graphs well, so it might be worth looking at the APIs for that. (Or even building Kaboom...
I like that approach as well @triptych. In fact, I had tried that first hoping it would work!