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Stop sprite image animation #165

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vitorcominato opened this issue Feb 27, 2014 · 4 comments
Open

Stop sprite image animation #165

vitorcominato opened this issue Feb 27, 2014 · 4 comments

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@vitorcominato
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Hi,
I have a CAAT.Foundation.SpriteImage() animation and i would like to pause the animation and position the image paused in a certain frame, i didn't foud nothing like this.
It is possible to do that?
Here is my code.
Thak you very much.

screenManager.sAnimaIntro = new CAAT.Foundation
.SpriteImage()
.initialize(screenManager.gameScreen.getImage(screenManager.ANIMA_INTRO), 9, 9)
.addAnimation(
screenManager.ANIMA_INTRO,
[00,00,00,00,00,00,00,01,02,03,
03,03,03,03,03,03,04,05,00,00,
06,07,08,09,09,09,09,09,09,09,
09,09,09,09,09,09,09,09,09,08,
10,11,00,00,00,00,00,12,13,14,
14,14,14,14,14,14,14,14,14,14,
15,16,00,00,00,00,00,00,00,00,
00,00,00,17,18,19,20,21,22,23,
24,25,26,27,28,28,29,00,00,30,
31,32,33,34,35,35,35,35,35,35,
35,35,36,37,38,39,40,40,40,40,
40,40,41,42,43,44,45,46,47,48,
49,49,49,49,49,49,49,49,49,49,
49,50,51,52,53,54,55,00,00,56,
57,58,59,60,61,62,63,64,65,66,
67,68,69,70,71,72,72,72,72,72,
72,72,72,72,72,72,72,72,72,72,
72,72,72,72,72,72,72,72,72,72,
73,74,75,76,77,78,79,61,58,57,
80,56,56,00,00,00,00,00,00,00],
35);

@hyperandroid
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Owner

You could define another animation with only the expected frame and then
call spriteImage.playAnimation("one_frame_animation") anytime.
in fact you could define as much animations as needed.

2014-02-27 8:24 GMT-08:00 Vitor Cominato [email protected]:

Hi,
I have a CAAT.Foundation.SpriteImage() animation and i would like to pause
the animation and position the image paused in a certain frame, i didn't
foud nothing like this.
It is possible to do that?
Here is my code.
Thak you very much.

screenManager.sAnimaIntro = new CAAT.Foundation
.SpriteImage()
.initialize(screenManager.gameScreen.getImage(screenManager.ANIMA_INTRO),
9, 9)
.addAnimation(
screenManager.ANIMA_INTRO,
[00,00,00,00,00,00,00,01,02,03,
03,03,03,03,03,03,04,05,00,00,
06,07,08,09,09,09,09,09,09,09,
09,09,09,09,09,09,09,09,09,08,
10,11,00,00,00,00,00,12,13,14,
14,14,14,14,14,14,14,14,14,14,
15,16,00,00,00,00,00,00,00,00,
00,00,00,17,18,19,20,21,22,23,
24,25,26,27,28,28,29,00,00,30,
31,32,33,34,35,35,35,35,35,35,
35,35,36,37,38,39,40,40,40,40,
40,40,41,42,43,44,45,46,47,48,
49,49,49,49,49,49,49,49,49,49,
49,50,51,52,53,54,55,00,00,56,
57,58,59,60,61,62,63,64,65,66,
67,68,69,70,71,72,72,72,72,72,
72,72,72,72,72,72,72,72,72,72,
72,72,72,72,72,72,72,72,72,72,
73,74,75,76,77,78,79,61,58,57,
80,56,56,00,00,00,00,00,00,00],
35);

Reply to this email directly or view it on GitHubhttps://github.com//issues/165
.

@vitorcominato
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Author

I will detail better for you,

I have a 8 animations in one actor. I randomize which animation will go on the actor.
After the animation is finished, i run a reset animation that look like this:
screenManager.sAnimaBottom.addAnimation(
screenManager.RESET_ANIMATION,
[00,00,00,00,00],
100
);
Then i randomize the animation again.
But after some time running this animations, the Frame per seconds rate run very low and i get this error on chrome console:

Uncaught TypeError: Cannot read property 'x' of undefined caat.js:17012
paintN caat.js:17012
paint caat.js:18756
paintActor caat.js:19778
paintActor caat.js:20434
paintActor caat.js:20434
render caat.js:22546
renderFrame caat.js:23362
CAAT.renderFrameRAF caat.js:15203

Thakns again.

@hyperandroid
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Owner

could you share the code ?
that's unexpected behavior.
On Feb 27, 2014 9:14 AM, "Vitor Cominato" [email protected] wrote:

I will detail better for you,

I have a 8 animations in one actor. I randomize which animation will go on
the actor.
After the animation is finished, i run a reset animation that look like
this:
screenManager.sAnimaBottom.addAnimation(
screenManager.RESET_ANIMATION,
[00,00,00,00,00],
100
);
Then i randomize de animation again.
But after some time running this animations, the Frame per seconds rate
run very low and i get this error on chrome console:

Uncaught TypeError: Cannot read property 'x' of undefined caat.js:17012
paintN caat.js:17012
paint caat.js:18756
paintActor caat.js:19778
paintActor caat.js:20434
paintActor caat.js:20434
render caat.js:22546
renderFrame caat.js:23362
CAAT.renderFrameRAF caat.js:15203

Thakns again.

Reply to this email directly or view it on GitHubhttps://github.com//issues/165#issuecomment-36265885
.

@vitorcominato
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Author

I fixed the FPS problem, but the error is still ocurring here is the code:

var si = new CAAT.Foundation
.SpriteImage()
.initialize(director.getImage("img"), 6, 7) // size image 3080x2820px 365kb
.addAnimation(
"anima",
[00,01,02,03,04,05,06,07,08,09,
10,11,12,13,14,15,16,17,18,19,
20,21,22,23,24,25,26,27,28,29,
30,31,19,20,21,22,33,34,35,36,
37,38],
35,
function(e) {
e.ownerActor.playAnimation("reset");
}
)
.addAnimation(
"reset",
[38, 38, 38, 38, 38],
100
);

var elem = new CAAT.Foundation
.Actor()
.enableEvents(false)
.setVisible(true)
.setLocation(
50,
60
)
.setBackgroundImage(si);

scene.addChild(elem);

window.setInterval(function() {
elem.playAnimation("anima");
}, 10000);
elem.playAnimation("anima");

and the error:

Uncaught TypeError: Cannot read property 'x' of undefined caat.js:17012
paintN caat.js:17012
paint caat.js:18756
paintActor caat.js:19778
paintActor caat.js:20417
paintActor caat.js:20434
paintActor caat.js:20434
render caat.js:22546
renderFrame caat.js:23362
CAAT.renderFrameRAF caat.js:15203

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