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Sprite Sheets now parse and render correctly too.
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+3
-24
@@ -22,33 +22,12 @@
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function create() {
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//var texture = PIXI.TextureCache['skully.png'];
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// PIXI.BaseTextureCache['monsters'] = new PIXI.BaseTexture(game.cache.getImage('monsters'));
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// every image loaded should go into the BaseTextureCache, unique by URL (or maybe key)
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// var base = new PIXI.BaseTexture(game.cache.getImage('monsters'));
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// Every FRAME needs a PIXI.Texture, related to the base (the source image) and the frame data
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// var texture = new PIXI.Texture(base, { x: 0, y: 0, width: 100, height: 100 });
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// var texture2 = new PIXI.Texture(base, { x: 0, y: 0, width: 100, height: 300 });
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// PIXI.Sprite.fromFrame(key) pulls the texture from the TextureCache and returns a new Sprite made from it...
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// var texture = PIXI.TextureCache[frameId];
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// console.log(PIXI.TextureCache);
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// console.log(game.cache.getFrameData('monsters'));
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// This is created by the very act of loading a texture atlas in
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frameData = game.cache.getFrameData('monsters');
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// bunny = new PIXI.Sprite(texture2);
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// Both of these work - they look fugly I know, but they'll be hidden behind a Phaser Sprite anyway
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bunny = PIXI.Sprite.fromFrame(frameData.getFrame(0).uuid);
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// bunny = PIXI.Sprite.fromFrame(frameData.getFrameByName('skully.png').uuid);
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// bunny = PIXI.Sprite.fromImage('monsters');
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bunny.anchor.x = 0.5;
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bunny.anchor.y = 0.5;
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@@ -74,7 +53,7 @@
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bunny.setTexture(PIXI.TextureCache[frameData.getFrame(f).uuid]);
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n = game.time.now + 1000;
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n = game.time.now + 500;
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}
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}
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