changing an animated for a static via the level.t2d
by rennie moffat · in iTorque 2D · 11/15/2010 (4:15 pm) · 0 replies
Hi there,
I am wondering, since my game must be adjusted so that its speed varies depending on the $fps, I have replaced an animation, with a staticSprite, however, through it's behavior I am calling a schedule to animate it. My question is, since I am doing all my editing via the level.t2d script I thought I could simply replace
new t2dAnimatedSprite(){}
with
new t2dStaticSprite() {}
on the appropriate object. Of course I removed the animation name, replaced it with imageMap etc, however, after cleaning all targets, rerunning the tgbGame to recompile the dso's it does not work, the animation object is still there, not the staticSprite. I am wondering if in theory what I am doing is correct. Should this work?
I am wondering, since my game must be adjusted so that its speed varies depending on the $fps, I have replaced an animation, with a staticSprite, however, through it's behavior I am calling a schedule to animate it. My question is, since I am doing all my editing via the level.t2d script I thought I could simply replace
new t2dAnimatedSprite(){}
with
new t2dStaticSprite() {}
on the appropriate object. Of course I removed the animation name, replaced it with imageMap etc, however, after cleaning all targets, rerunning the tgbGame to recompile the dso's it does not work, the animation object is still there, not the staticSprite. I am wondering if in theory what I am doing is correct. Should this work?
About the author
My thanks to Garage Games and the Garage Games Community combined with owned determination I got one game up, Temple Racer and I am looking to build more interesting, fun games for the mass market of the iOS app store.