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callsprite's Issues

Join sprites together

Probably we want to join at the sprite level, vs within the sprite (ie, have multiple displayed animations or something), but need to consider it a bit more

unload sprite data

May need to consider if we will want multiple sprite loaders or have a way to drop / unload frames

Pull image data out of Frame objects

The type param basically pollutes the whole tree of objects. It should have an ID (its name?) that platform libs can use to look up the value in a cache.

Load sprite sheets

Need the ability to load frames from a sprite sheet. maybe named filename-row-col?

Custom origin points

need to figure out if per frame (doubtful) or per-animation

Probably per-animation... like if you had a flaming sword, all its frames would be aligned so you could hold it at a single point...

Sprite persistence

Should be easy to save or load a sprite and its animations.

Related: editor should remember last loaded

event driven animation switches

it'd be nice for us to send for example an "onHit" event to a sprite and it can switch to that animation. Maybe as an extension of the as-yet unused animations map inside Sprite already?

Load sets of files semantically

Requirements:

  • load a directory w/optional file filter
  • stretch: load a dir tree

example:
2dgameart bundle is typically: character/filetype/size/frameset/files_001.png
so Hedgehog/PNG Sequences/Hurt/Hurt_00*.png would hopefully translate to frames named Hedgehog-hurt-001 or something.

simplest impl would be to have a load(prefix, list) so maybe a file gatherer/visitor would be a different thing

... that said may need an abstraction layer since the files could be streaming out of an archive.

animation sets/sequences

techincally could be done with existing stuff but is probably not flexible enough. Need a way to let an animation loop a couple times, then switch to another animation, and back again, etc.

like idle - idle - blinking - idle - idle - blinking or such

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