From ee5dd750a589afb888f87b1a352296ed02ad60a3 Mon Sep 17 00:00:00 2001 From: Felix Holmgren Date: Thu, 24 Oct 2013 00:36:38 +0200 Subject: [PATCH] Use setAnimationByName instead of setAnimation * goblin and dragon examples wouldn't start without this fix --- spine-corona/examples/dragon.lua | 2 +- spine-corona/examples/goblins.lua | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/spine-corona/examples/dragon.lua b/spine-corona/examples/dragon.lua index c028fe4da..0e2c468fe 100644 --- a/spine-corona/examples/dragon.lua +++ b/spine-corona/examples/dragon.lua @@ -23,7 +23,7 @@ skeleton:setToSetupPose() local stateData = spine.AnimationStateData.new(skeletonData) -- AnimationState has a queue of animations and can apply them with crossfading. local state = spine.AnimationState.new(stateData) -state:setAnimation("flying", true) +state:setAnimationByName(0, "flying", true, 0) local lastTime = 0 local animationTime = 0 diff --git a/spine-corona/examples/goblins.lua b/spine-corona/examples/goblins.lua index fbc5a20f4..63ac89fb8 100644 --- a/spine-corona/examples/goblins.lua +++ b/spine-corona/examples/goblins.lua @@ -22,7 +22,7 @@ skeleton:setToSetupPose() -- Required after changing skin to attach attachments -- AnimationState has a queue of animations and can apply them with crossfading. local stateData = spine.AnimationStateData.new(skeletonData) local state = spine.AnimationState.new(stateData) -state:setAnimation("walk", true) +state:setAnimationByName(0, "walk", true, 0) local lastTime = 0 local animationTime = 0