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Atlas breaking everything!


doyouknowyou
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I've just tried exchanging my spritesheet for an atlas, but have found that after using an atlas the sprites load properly, but none of my functions seem to be defined?

 

Spritesheet:

 

 game.load.spritesheet('rabbit', 'assets/rabbit_jump.png', 87, 144);
Atlas:
 
 game.load.atlasXML('rabbit', 'assets/rabbit_atlas.png', 'assets/rabbit_atlas.xml');

There are no errors showing whatsoever, but when I try to execute any function from the console it's always getting undefined. Here's my XML:

 

<TextureAtlas imagePath="sprites">   <SubTexture name="EyesClosed" x="87" y="0" width="85" height="129"/>   <SubTexture name="fall" x="174" y="0" width="79" height="132"/>   <SubTexture name="jump" x="255" y="0" width="78" height="143"/>   <SubTexture name="stand" x="0" y="0" width="85" height="129"/></TextureAtlas>

And here's my rabbit sprite:

 

    player = game.add.sprite(worldX, game.world.height - 340, 'rabbit');    game.physics.arcade.enable(player);    player.body.gravity.y = 1150;    player.anchor.setTo(0.5,0);    player.animations.add('stand', [0]);

 

Anyone had this happen to them before? I'm kind of baffled as to why this would be happening...

 

 

 

******UPDATE******

 

Ok looks like I was being stupid, functions are working but it seems like this is causing the problem:

 

    clickLayer = game.add.sprite(worldX, worldY, 'click');    clickLayer.anchor.setTo(0.5);    clickLayer.scale.setTo(4,4);    clickLayer.alpha = 0;    clickLayer.fixedToCamera = true;    clickLayer.inputEnabled = true;    clickLayer.events.onInputDown.add(jump);

It doesn't look like anything is receiving input with  'events.onInputDown.add()'. Weird that this is only happening with an atlas....

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