WombatTurkey Posted January 7, 2016 Share Posted January 7, 2016 I always thought you had to load in another spritesheet specifying the specific sizes and frames like this:game.load.spritesheet('myguy', 'assets/myguy.png', 50, 30, 5);But, if you actually already have a sprite atlas loaded, you can set an animation to that atlas sprite like this: PlayerSprite = game.add.sprite(player_start_x, player_start_y, 'GameSprite', 'Player1');PlayerSprite.animations.add('idle', ['Player0', 'Player1'], 10, true);PlayerSprite.animations.play('idle'); { "frames": { "Player0": { "frame": { "x": 4, "y": 470, "w": 54, "h": 135 } }, "Player1": { "frame": { "x": 4, "y": 335, "w": 54, "h": 135 } },}}I don't know about the performance if you're using a LARGE sprite, but I think it's minuscule. I'm using a 1500x1300 sprite right now that is over 500kb in size and animating characters and oh boy it seems fine. I will be using seperate image files for skills though as I do believe loading in a huge, huge image would cause issues but I havn't had any yet with just a couple basic animations. The whole reason I find this useful is because it saves you an extra HTTP request, while still being able to use your atlas sprites!! Go Phaser drhayes 1 Link to comment Share on other sites More sharing options...
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