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Multiple Sequences
software development company advice it solution mobile app apps
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1/14/22 1:18 PM
The example below shows how to have several animation sequences for a single sprite object. Notice how you can have both consecutive and non-consecutive frame sequences in the sequenceData array.Apart from the start/count and frames parameters, there are some sequenceData parameters that are common to all sequences. Below is a quick overview of all of them:name – This is a unique name for your sequence, and is used to load the sequence when it is time to play the animation (I’ll go over this in a moment).
start & count – For consecutive-frame sequences, start represents the starting frame, and count represents how many frames from the start that the sequence should end.
frames – For non-consecutive-frame sequences, this is an array that holds the frameIndex in the exact order animation should be played.
time – This is the time (in milliseconds) between each frame, check more info - https://jatapp.com/services/mobile-app-development/. If this is not specified, then animation will be based on the framerate of your app.
loopCount – This is a number that represents how many times you want the sequence to loop when it is played. Setting this to 1 will play the sequence once and then stop. The default is 0, which will loop the sequence indefinitely.
loopDirection – This can either be “forward” or “bounce”, with “forward” being the default if don’t set this parameter. The “bounce” option will play forward, then backwards through the sequence of frames.
 imageSheet – This should ONLY be set if you are using a multi-sprite (via display.newMultiSprite), and is a reference to the image sheet object that the sequence belongs to.
Using “Old” Spritesheet Data
Many third-party tools currently export a .lua data file in the old spritesheet data format. The good news is, you can still use these data files when creating an image sheet object.Sprite Properties
In addition to common display object properties, sprite objects have additional properties associated with them (for now, are all read-only):spriteObject.frame – Read-only – Currently shown frame index of loaded sequence.
spriteObject.numFrames – Read-only – Number of frames in currently loaded sequence.
spriteObject.isPlaying – Read-only – Self explanatory.Phone, Display, Apps, Applications, Screen
Sprite Methods
Below are some sprite-specific methods associated with all objects created using display.newSprite().spriteObject:setSequence( name ) – This will load an animation sequence by name. If you do not specify a name parameter, then the first frame in the currently loaded sequence will be shown instead.
spriteObject:play() – Plays the currently loaded sequence.
spriteObject:pause() – Pauses playback at the currently shown frame in the sequence.
Sprite Listener
As with the old API, sprite objects can “listen” to sprite events with a listener function. The event properties have changed, so for now there is only a “began” and “ended” event phase. We’re working on extending the functionality of the sprite listener to make it even more useful, so stay tuned!Removing Sprite Objects
You can remove sprite objects as you would any other display object, by using object:removeSelf() and display.remove( object ). Don’t forget to set the reference to nil after removal!Frame Trimming Not Yet Supported
Something that’s missing from both Image Sheets and the new Sprite API is the ability to trim/crop frames in an image sheet, which is a common practice when it comes to constructing texture atlases. We are currently working on integrating this feature into the new API’s and will be rolled into the daily builds once it’s ready.Wrapping it all up…
I wasn’t joking when I said this was going to be a long post! In this single blog post we covered Image Sheets, Image Groups, and the brand new Sprite API.One thing I did not cover was how to construct an image sheet file from multiple images. This can be done with most image-editing software, but if you take this route, it can be difficult to place the frames accurately in the image. This is a purpose best served by third-party software.Tools like SpriteLoq and TexturePacker immediately come to mind because they make it very easy to construct “spritesheet” images (as they are known) from several different individual images.Subscribers Only
Remember, these new features and graphics performance tune-ups are available to subscribers only from the Daily Builds page. If you’re not a subscriber and want to take advantage of what all Image Sheets, Image Groups, and the new Sprite API has to offer, subscribe now and get build 2012.761 today!
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RE: Multiple Sequences
Answer
6/15/22 11:21 AM as a reply to Queen R Mastropietro.
I believe consistency in mobile app development is very important. It is important to go through all the stages in order to get a quality application. At the same time, do not forget about MVP, which you can read more about here https://orangesoft.co/blog/how-to-build-mvp. When you can see in advance what the ready application will look like, it is very convenient.
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RE: Multiple Sequences
Answer
9/10/22 10:09 AM as a reply to Queen R Mastropietro.
thank you for information. RXB12 RX Receiver Module RXB12
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RE: Multiple Sequences
Answer
2/15/23 7:02 AM as a reply to Queen R Mastropietro.
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RE: Multiple Sequences
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3/25/23 6:19 AM as a reply to Queen R Mastropietro.
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RE: Multiple Sequences
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5/30/23 10:05 AM as a reply to Queen R Mastropietro.
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