Comments (13)
Something like that:
spine.state.tracks[0].time = ...
spine.state.update(0);
may be
spine.update(0)
I'm not sure :)
from spine.
Thanks for the pointer. :)
On Mon, 2 Nov 2015 at 09:50, Ivan Popelyshev [email protected]
wrote:
Something like that:
spine.state.tracks[0].time = ...
spine.state.update(0);—
Reply to this email directly or view it on GitHub
#64 (comment).
from spine.
spine.state.tracks[0].time is null in this animation. I've just cloned the repository so I will have a look round.
Do you have any idea what happens if animating on a crappy device, will frames be skipped?
I'm basically using events to drive other bits of code and and wondering if there is a possibility that these events could be missed, or skipped over.
The gotoAndStop(time or frame) would be a safety measure to force the animation to the correct frame when it has finished.
Thanks
from spine.
Did you start the animation first?
state.setAnimationByName(0, "animation1", true);
from spine.
Events wont be missed, that's for sure.
from spine.
That's great to know!
from spine.
I am starting the animation just not looping it
state.setAnimationByName(0, "animation1", false);
from spine.
When animation is complete, tracks[0] will dissappear. Are you sure that tracks[0] is defined when you do that thing with time?
from spine.
Ok that will be what it is.
I think maybe I'm being over cautious. If events will definitely fire and the animation will always show its final frame that should be enough.
When I used another spine runtime with createjs in the past I had an issue with a frame not being shown correctly when stopping the animation. I would have to manually set the delta time to be sure. I haven't had anything like that with your stuff.
Thanks for your help and your time.
BTW do you have an official forum for these sorts of questions?
from spine.
Posting the issue here is fastest way of finding solution for your problem :)
Pixijs subforum on html5gamedevs: http://www.html5gamedevs.com/forum/15-pixijs/
from spine.
Thanks
Last question I promise :)
Can you pause the animation via an event?
Is there something that would do the equivalent of:
spine.state.pause();
from spine.
spine.autoUpdate = false;
stops all animations.
You can update them manually by using
spine.update(dt); //dt is in millis
from spine.
Awesome thanks very much that is just what I need.
from spine.
Related Issues (20)
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