Reputation: 4589
I use this code to setup a texture atlas animation:
PIXI.loader
.add('out2', 'assets/out2.png')
.load(function (loader, resources){
onRotationsLoaded(loader, resources)
});
function onRotationsLoaded(loader, resources) {
first = new PIXI.extras.AnimatedSprite(setupFrames(resources["out2"].texture.baseTexture));
app.renderer.plugins.prepare.upload(first, function(){
console.log("loaded first");
// ready to go
});
}
function setupFrames(name) {
var frames = [];
array is an array that stores correct position for each frame of animation
for (var i = 0; i < array.length; i++) {
var rect = new PIXI.Rectangle(array[i].frame.x, array[i].frame.y, array[i].frame.w, array[i].frame.h);
frames.push(new PIXI.Texture(name, rect));
}
return frames;
}
I would like to change the texture of the AnimatedSprite first
in a click event or something. The new texture needs to be fetched from the server(I do not want to load it at start, because there are too many of them). I could destroy first
and create second
AnimatedSprite, but is there a way to just change it's texture atlas image?
Upvotes: 1
Views: 2064
Reputation: 76
I'd say simply replacing AnimatedSprite._textures would work.
first.textures = setupFrames('secondOne');
If the new texture has different frame counts from the previous one, you might like to call AnimatedSprite.prototype.gotoAndPlay(frame)
right after replacing texture to reset the current frame.
Upvotes: 3