How to Add t2dAnimatedSprite by Script?
by Watermark · in iTorque 2D · 03/03/2012 (7:45 pm) · 2 replies
How can I create and add to stage (scenegraph?) a t2dAnimatedSprite in script code?
Mainly, I am thinking of using this to do Persistent Objects in my game that persists across levels. Currently I have to copy and paste my main character for example across all levels, and I find it really inefficient (nightmare to update). And I still couldn't get the persistent objs to work in the editor (iTorque 1.5), so thinking of using this method.
Also, when I switch levels, do I have to change the sprite's scenegraph or something like that?
If anybody can give me a really simple example that would be much appreciated!
Mainly, I am thinking of using this to do Persistent Objects in my game that persists across levels. Currently I have to copy and paste my main character for example across all levels, and I find it really inefficient (nightmare to update). And I still couldn't get the persistent objs to work in the editor (iTorque 1.5), so thinking of using this method.
Also, when I switch levels, do I have to change the sprite's scenegraph or something like that?
If anybody can give me a really simple example that would be much appreciated!
About the author
Three iTorque 1.5 games published: Sorceria 1: The Mad Doctor RPG Sorceria 2: Sunken City Sagas: RPG Boardgame and Name Generator For more info see our site: http://wmrpg.weebly.com
Torque Owner Paul Jan
How you deal with that depends on what you are trying to do. If you just want to avoid copy/pasting the same player object across all your levels then you could do something like
function t2dSceneGraph::onLevelLoaded(%this) { %player = new t2dAnimatedSprite(Player) { (copy/paste out of a .t2d file as a template) sceneGraph = %this; } }