Hi, im having a pretty big problem with my game. Since 1070, SetSpriteAnimation has been bugged on android (And on PC to), but another bug.
The problem im having is that, no matter how few animation frames, or how small frames I make, the player returns the error "image does not contain enough animation frames...". And instead of creating a small image as it should, it displays the whole image.
This is the code im using
If Player.Helitype>0
If Player.Helitype=1
HeliIMG = LoadImage( "CobraRotor.png" )
RocketSpecs.Image = LoadImage("Rocket.png")
RocketSpecs.Damage = 27
RocketSpecs.Speed = 1.1
RocketSpecs.Range = 25
RocketSpecs.Particles = 1
RocketSpecs.Offset = 1
Player.ReloadTime = 0.2
Player.AnimationFrames = 5
Player.HeliSpeed = 5
Endif
If Player.Helitype=2
HeliIMG = LoadImage( "Littlebird.png" )
RocketSpecs.Image = LoadImage("GunShot.png")
RocketSpecs.Damage = 7
RocketSpecs.Speed = 2
RocketSpecs.Range = 25
RocketSpecs.Particles = 0
RocketSpecs.Offset = 0.5
Player.ReloadTime = 0.06
Player.AnimationFrames = 6
Player.HeliSpeed = 5
Endif
Endif
//Loading the players sprite
Player.ID = CreateSprite (HeliIMG)
SetSpriteScale (player.ID, 0.01, 0.01)
SetSpriteAnimation(Player.ID, 512, 512 , Player.AnimationFrames)
PlaySprite(PLayer.ID, 20)
SetSpritePositionByOffset(Player.ID, 50, 50)
SetSpriteDepth (Player.ID, 5)
On PC, this works as it should, but there was another bug when I did this
MainMedia[20] = CreateSprite (LoadImage("CobraRotor.png"))
SetSpriteScale(MainMedia[20], 0.016, 0.016)
SetSpritePosition(MainMedia[20], 40, 50)
SetSpriteAnimation(MainMedia[20], 512, 512, 1)
MainMedia[21] = CreateSprite(LoadImage("Littlebird.png"))
SetSpriteScale(MainMedia[21], 0.016, 0.016)
SetSpritePosition(MainMedia[21], 60, 50)
SetSpriteAnimation(MainMedia[21], 512, 512, 1)
No matter what I did, as long as the ser sprite animation was present, the sprites didn't show up...
I allso posted this bug on agk's google code page