Flixel - Animated Tilemaps
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nospoone
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Published on 2012-10-29T08:42:18Z
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2012/10/29
11:19 UTC
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I am using Flixel 2.55 and I am trying to animate a tilemap. I found this piece of code that apparently enables the use of sprites as tiles.
From what I understand, this loops over the tilemap's graphic and replaces the tile's pixels with the sprite's pixels each time they change. I have implemented the class and it's working, but not completely; the tiles get replaced, but do not animate unless the camera moves. Here's the relevant parts from LevelLoader.as
, which only instantiates the AnimatedTilemap
s (piece of code from forum) and pushes sprites to the array.
// AnimatedTile is just an extended FlxSprite
private var _waterTop1:AnimatedTile;
// Create ground tilemap
_groundTilemap = new AnimatedTilemap();
_groundTilemap.loadMap(_rawXML.Ground, Assets.OverworldGround, 8, 8);
FlxG.state.add(_groundTilemap);
_waterTop1 = new AnimatedTile(8, 8, Assets.WaterTop, 100);
// .Animate only adds and plays an animation, with a startAtFrame param.
_waterTop1.Animate('run', [0...47], 10, true, 0);
Now, it seems as though the sprites are updating. I tried tracing the update()
s, and they are running for both the sprites and the tilemap. The sprites are even changing frames. Using only AnimatedTile
s and hard placing them (giving a x
and y
) works and animates. What troubles me is that they only update when the camera moves. I've been on this for a week now and can't seem to put my finger on what's wrong. I am also open to other solutions to have animates tiles in a tilemap.
If other details are needed, just ask.
PS: Sorry for my english, I am not a native speaker...
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