Being new to EaselJS, I've used the code from the "Simple Sprite Sheet" example that's packaged with the source zip file. I'm trying to get a sprite sheet to load and play through, but only the first frame appears.
function init() {
var stage = new Stage(document.getElementById("canvas"));
var ss = new SpriteSheet({
"frames": {
"width": 159,
"numFrames": 71,
"regX": 0,
"regY": 0,
"height": 85
},
"animations":{
"instance1": [0, 0],
"images": ["./assets/spritesheet.png"]
});
var animate = new BitmapAnimation(ss);
animate.x = 0;
animate.y = 0;
ss.getAnimation("instance1").frequency = 2;
ss.getAnimation("instance1").next = "instance1";
animate.gotoAndPlay("instance1");
stage.addChild(animate);
Ticker.setFPS(60);
Ticker.addListener(stage);
}
I don't think I need a ticker function because I'm not registering any events, I'm just playing from instance1, the frames and canvas are both of equal size and the animation plays through if I substitute animate.gotoAndPlay("instance1");
with animate.play("instance1");
, but loops. Any suggestions? Thanks in advance.
I believe I answered this on another site.
The issue is that the spritesheet format is wrong. The "animations" property is an object containing named animations with a start and end frame. In this example, the start and end frame of the only animation is [0,0], and the "images" property is inside the animations object. The correct format can be seen here:
https://github.com/CreateJS/EaselJS/blob/master/examples/SimpleSpriteSheet.html
var ss = new SpriteSheet({
"frames": {
"width": 159,
"numFrames": 71,
"regX": 0,
"regY": 0,
"height": 85
},
"animations":{
"instance1": [0, 25] // sample end frame is "25"
},
"images": ["./assets/spritesheet.png"]);
});
I hope that helps anyone else with the same issue. Cheers,