Dot-Stuff / flxanimate

Adobe Animate's texture atlases player for HaxeFlixel

Geek Repo:Geek Repo

Github PK Tool:Github PK Tool

Adding animations and setting the frame length not supported in 2019 or 2018 mostly

ACrazyTown opened this issue · comments

idk why, but like when I try to compile a simple test project on HTML5 (and Windows I believe!) I get an issue about timeline being undefined,
these are the lines of code i used:
var sus = new FlxAnimate(0, 0, "assets/images/cool", {FrameRate: 24}); sus.playAnim("Ding cool anim"); add(sus);
and this is the error I got:
image

I should really explain what does playAnim do, but basically @ACrazyTown, The name are the animations that you added, for ex: if you called sus.anim.addBySymbol("Sussus", "amogus", 24); You can call the animation that you call with sus.playAnim("Sussus"); but if you want to play the main animation, you should call sus.playAnim();!

But this is a reminder there's a vulnerability on playAnim, Thanks!

I should really explain what does playAnim do, but basically @ACrazyTown, The name are the animations that you added, for ex: if you called sus.anim.addBySymbol("Sussus", "amogus", 24); You can call the animation that you call with sus.playAnim("Sussus"); but if you want to play the main animation, you should call sus.playAnim();!

But this is a reminder there's a vulnerability on playAnim, Thanks!

I just tried removing the name from playAnim(); and it seems to return the same error, I'm kinda stumped
I also tried adding an animation from symbol but that just returned a different error
image

Hm...
Weird, is there a way that you could pass the code which you call the stuff and the texture atlas itself?
if you don't mind oc
It could be perfectly possible that something's unsupported and I don't know

Hm... Weird, is there a way that you could pass the code which you call the stuff and the texture atlas itself? if you don't mind oc It could be perfectly possible that something's unsupported and I don't know

I figured it out by using another spritesheet and it worked fine, so that makes me believe that the FlxAnimate parser can't parse shape tweens in the Animation.json file rn (the old spritesheet I used had shape tweens)?

Either way I got it working, sorry for wasting a bit of your time lol!

Hm... Weird, is there a way that you could pass the code which you call the stuff and the texture atlas itself? if you don't mind oc It could be perfectly possible that something's unsupported and I don't know

I figured it out by using another spritesheet and it worked fine, so that makes me believe that the FlxAnimate parser can't parse shape tweens in the Animation.json file rn (the old spritesheet I used had shape tweens)?

Either way I got it working, sorry for wasting a bit of your time lol!

Wait what??
This is interesting, shape tween stuff has all the thing exported and blablabla, Could I see the old texture atlas?

Hm... Weird, is there a way that you could pass the code which you call the stuff and the texture atlas itself? if you don't mind oc It could be perfectly possible that something's unsupported and I don't know

I figured it out by using another spritesheet and it worked fine, so that makes me believe that the FlxAnimate parser can't parse shape tweens in the Animation.json file rn (the old spritesheet I used had shape tweens)?
Either way I got it working, sorry for wasting a bit of your time lol!

Wait what?? This is interesting, shape tween stuff has all the thing exported and blablabla, Could I see the old texture atlas?

Sure, here you go

Animation.json
spritemap1.json
spritemap1.png:
image

Ah, I see the problem right now, Srry for the inconvenience, rn we use 2021 as the model for the Animation.json, Should open this issue but I'm gonna rename the issue to something else

From what I was looking into, I think it's already fixed!
Thank you @ACrazyTown for informing of the issue and sorry for the inconvenience!