you can either modify the width or height property of the Sprite Sequence accordingly, or just use the scale property to make it smaller.
For an overview of the V-Play components with all the available properties and methods, please see here: Functional List of V-Play Components.
This reply was modified 3 years, 4 months ago by GT.
Thanks for response. Depends on your answer and the result I got from, it seems your documentation is out of date, because there isn’t any refer to the scale property. Now I found two other problems, first, the animation is flicking on the screen and second, the wrong position they get. But when I use a simple image, there is no problem with that. Here is my code:
Hi, I tried your example and fixed it this way:
– The Flow component is responsible for the positioning of the elements in your code, so it is required that the actual width and height can be accessed. It seems the scale-property tampers with the calculations and the elements then get wrong positions.
A specific width and height for the delegate (Sprite Sequence) should fix that problem:
As for the image: If the Sprite image is set up correctly, the animation should work fine. In your case, the image “Tree.png” should be 4096 x 512 px.
All the frames of the animation should have the same width and should be aligned next to each other within the image. If you use four frames, they should each use 1/4 of the total width = 1024 px.
Thank you. Actually I have 4 images of 4 sides of a tree and each one is 256×512 pixels, I just put them all horizontally in one sprite sheet image, so the result is 1024×512 pixels. So depends on your suggestion, the code would be: