In a developing game, we need to animate a large 485x485 sprite, and the animation - about 30 frames. We have a problem with animating such artifacts. I tried some of the solutions listed below, but unfortunately, we still could not find a solution.
Roof tiles
It seems that each frame in one large tile is not an option, because:
- The texture size should be two power, so on most devices it appears as black
- When I make a texture size of strength two, it gets too large for most devices that also process
- The recommended maximum AndEngine texture size seems to be 1024x1024 .
Separate sprites
Another option is to load each texture and, therefore, each frame separately and put it in Sprite (as described here ). This works quite well, and switching the visibility of each sprite at the right time makes the user see the animation.
The problem with this method is that loading the entire animation takes quite a while. This is not visible during the initial loading of the game due to the loading screen, but later in the game you need to change the animation, and the player will need about 2-3 seconds to load. Installing the boot screen is not an option.
Download a single stream
I tried loading the textures into a separate, newly created stream, but even when the stream loads the textures, drawing the game seems to be paused.
Other options?
I donβt know a single parameter, and it seems that no one tried to animate a texture larger than 50x50 pixels, because it is very difficult to find someone with a similar case.
My question is: is it even possible to animate large textures in AndEngine?
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