Hi All. I'm novice at a lot of this and the forums have been of great help to understanding how to use Cocos2D but Im at a road block. Ive used the AtlasSpriteTest.m as reference plus some advice i read here to make a basic animation work but here is my problem.
I have about 50 frames of a pair of dice rolling (already pre-rendered at a size of 480x320 for each frame). I've used Robert Payne's great texture creator program to put all those frame on one sheet and cut down the size of the images to just the dice itself.(which all vary in sizes on the sheet)
I've come to understand that atlasAnimation/atlassprite wont let me set a new position for each frame and can only handle a fixed value for frame size. (i.e. I start with 100x100 and all other frames get sized up to 100x100). also I've read that you could 'trick' it to resize a current frame but im unsure of how to get all of that to work. Tried the getSelectedFrame and also the SetDisplayframe but it didnt work. currently Im trying the setTextureRect:CGRectMake into an array(child of the manager) but they all come out blank.
I guess im looking to do the following from an AtlasAnimation a) get the next frame b) move that frames position on screen c) resize the frame to match its true size from the sprite sheet d) display that frame then rinse repeat till the animation is finished
if anyone could give this noob some tips on how to accomplish this I would greatly appreciate it.