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WARNING: Under Development, API CAN BE CHANGED IN FUTURE!

Tested on Adobe Animate 2020

Tile

Juggler.init(); //Initialize update animation class

var animateTileAtlasSheet:AnimateTileAtlasSheet = cast AnimateAtlasAssetManager.loadAssetSync("assets/ninja-girl", AnimateTileAtlasSheet);
var tilemap:Tilemap = new Tilemap(stage.stageWidth, stage.stageHeight);
tilemap.smoothing = false;
addChild(tilemap);

var animation = new AnimateAtlasTile(animateTileAtlasSheet); //I am planning to make the API similar to flash's DisplayObject API.
animation.x = stage.stageWidth / 2;
animation.y = stage.stageHeight / 2;
tilemap.addTile(animation);
Juggler.add(animation); //Add animation to animation class, make sure to call "Juggler.remove(animation);" when you're done with the animation.

//Note: I plan to delete Juggler in the long run so anyone can create their own animation update solution.

Sprite

var animateSpriteAtlasSheet:AnimateSpriteAtlasSheet = cast AnimateAtlasAssetManager.loadAssetSync("assets/ninja-girl", AnimateSpriteAtlasSheet);

var animation = new AnimateAtlasSprite(animateSpriteAtlasSheet);
animation.x = stage.stageWidth / 2;
animation.y = stage.stageHeight / 2;
addChild(animation);

Button

var animateSpriteAtlasSheet:AnimateSpriteAtlasSheet = cast AnimateAtlasAssetManager.loadAssetSync("assets/button", AnimateSpriteAtlasSheet);

var button = new AnimateAtlasButton(animateSpriteAtlasSheet);
button.x = stage.stageWidth / 2;
button.y = stage.stageHeight / 2;
addChild(button);

Benchmark: http://openfl-animate-atlas.surge.sh/

Important: Optimized atlases are not supported!