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vesantpro

How to update texture for AnimatedSprite

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I have image with 10 different animations and 10 frames by each. On stage i have for example set of 15 diffeent objects with animation.

From time to time i have to change set of animation to another.One way to do this is to delete objects and create them once more with needed sprite animation.

var moveClip1 = createClip(5);

createClip: function (symbolIndex) {
    var image = this.game.getImage('images.symbols');
    var base = new PIXI.BaseTexture(image);
    var textures = [];
    for (j = 0; j < steps; j++)
       tempTexture = new PIXI.Texture(base, {
       x: this.game.symbolHeight * j,
       y: this.game.symbolWidth * symbolIndex,
       width: this.game.symbolHeight,
      height: this.game.symbolWidth
     });
   textures.push(tempTexture);
   symbolClip= new PIXI.extras.AnimatedSprite(textures);
  }

return (symbolClip)

}

Is it posible to change texture in existing object moveClip1 without recrete the object? 

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Would you mind to help me? I have object  moveClip1, and i have to change sprite sheet in it without deleting this object.

Something like this:  

moveClip1= new PIXI.extras.AnimatedSprite(oldTextures);

moveClip1.textures =newTextures;
moveClip1.textures.update();

For exapmlpe in case of simple Pixi sprite we have method to update texture :

sprite1 = new PIXI.Sprite(oldTexture);
newTexture = new PIXI.Texture(baseTexture);
sprite1.texture = newTexture;
sprite1.texture.update();

 

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Thank you Ivan, it realy works! I  just asign new textures aray to existing AnimatedSprite.

Also spend some problems with webGL context. After 8-10 texture changes i 'm geting  Chrome console error.

         (W10 64bit, Chome 56 64bit, Video  GeForce GTX 650 with last driver)

GL_INVALID_OPERATION : glGenSyncTokenCHROMIUM: fence sync must be flushed before generating sync token

WebGL: CONTEXT_LOST_WEBGL: loseContext: context lost

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