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Whitebrim avatar Whitebrim commented on May 21, 2024

image

Default state has loop set to true, so it basically never ends.
Try self.bangAnim.states.default.loop = false

I think onAnimationStartEvent in unnesesary extra load for the class because it'll try to call every time someone is starting animation. You can just start animation and do whatever you want to do on animation start right away on the next line. If you're going to start animation many times from different places, you can create function that will start animation and next line will do what you want.

I suggest not everriding default state but creating your own state for better understanding what's going on:

local bang = gfx.imagetable.new( "images/fx/muzzleFlash1_01" )
self.bangAnim = AnimatedSprite.new( bang )
self.bangAnim:addState("bang", nil, nil, {loop = false, onAnimationEndEvent = function (self) self:setVisible(false) end})
self.bangAnim:setVisible(true)
self.bangAnim:playAnimation()

from animatedsprite.

Whitebrim avatar Whitebrim commented on May 21, 2024

@jkozniewski Is it fixed for you?

from animatedsprite.

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