Gio,
I have the following snippet of code running in a effects manager object
EffectsManager.prototype.energyBall = function(pos) { var fx = new Sprite(0,wade.app.GAME_LAYER); var ani; ani = new Animation('./images/energy64x64x32.png',32,1,60,false); fx.setSize(64,64); fx.addAnimation('energyBall',ani); var energyBall = new SceneObject(fx,0,pos.x,pos.y); wade.addSceneObject(energyBall); energyBall.playAnimation('energyBall'); // remove the animation when it has ended energyBall.onAnimationEnd = function() { wade.removeSceneObject(this); };}; // end energyBall
When I call this function using wade 1.6.1, the effect covers the whole game screen, and doesn't seem to size based on the setSize call.
When I run this using wade 1.5.1, it works as expected - with the effect being 64x64 in size.
So, my question is did something change where I have to make an additional call to set the animation size ?
Or is this a bug ?
As always, thanks for any help you can provide.
cheers,
Shri