problem about sprite-sheet-Collection of common programming errors
hemant
ios cocos2d-iphone sprite-sheet texturepacker
I am animating a whole body through SpriteSheets with CCSpriteBatchNode and CCSpriteFrameCache. Now user can add his own pic to that body which when i try to addChild to Spritesheet crashes with error “CCSprite is not using the same texture id” Now i know the face CCSprite was not in that cache/texture(it was created through texturepacker) and the crash was normal but i wanted to know if there was a workaround to this as i have to add a face to that body through user interaction and animate that
KsK
ios6 cocos2d-iphone sprite-sheet
I have create a sprite sheet for non retina display and its working fine on simulator.. I have used the code -(Void)addSprites{[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@”image.plist”];CCSpriteBatchNode *spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@”image.png”];[self addChild:spriteSheet];// Load up the frames of our animationNSMutableArray *walkAnimFrames = [NSMutableArray array];for(int i = 1; i < 5; i++) {[walkAnimFrames addObject:[[CCSpriteFrameCache sha
Scott Pfeil
iphone cocos2d cocos2d-iphone sprite sprite-sheet
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 currently doing:spriteSheet1 = [[CCSpriteSheet spriteSheetWithFile:@”spriteSheet1.png” capacity:3] retain]; [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@”spriteSheet1.plist”]; [self addChild:spriteSheet1];spriteSheet2 = [[CCSpriteSheet spriteSheetWithFile:@”spriteSheet2.pn
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