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buttons


sergil
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In the buttons examples, I see that Phaser use a spritesheet and the specify the over,out and down frames, but the way I think Phaser uses the spritesheet for this examples is dividing it in 3 frames, and the the first frame is the over, the second is the out and the third is the down.

 

If I use a texture atlas with all the sprites of the game (which will be of different sizes), how can I know which frame will be the over,out and down ? Playing with shoebox, I realize that sometimes it constructs the atlas with the sprites in different order, and the normal way to call the frames will be by sprite name?

 

What do you think?

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