Don't worry, it's fine. Basically, I was under the impression that whatever image1 was assigned to, dictated every image. But instead, I was just being a complete idiot, and forgot to change self.texture to self.currentanim.getatlas in the sprite.draw() method. Sorry for wasting your timepgimeno wrote: ↑Fri Jul 20, 2018 6:06 pm There must be some communication problem. What I'm asking is, what are you changing in order to get the result you expect (but doesn't work)?
An example of an answer to that question would be something like along these lines:
(I tried, it's indeed showing the swing texture, so that's not it for sure, but it's an example of a possible answer)
- I'm editing gamestates.lua, and in the function gamestate.load I'm changing this line:
to this:Code: Select all
player.texture = image1
but it's showing the movement texture instead of the swing texture.Code: Select all
player.texture = gamestate.playerswingupanimatlas
player.texture is the image that is ultimately drawn to the screen. It's defined in States/gamestate.lua and used in Sprites/sprite.lua. Are you changing player.texture? How? Where?
Since that is fixed, I think I'm solved all my issues. Thanks for your help. Seriously. I'm so glad I've (Basically you've) fixed the animation issue, and I can finally continue work on my project!