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OverviewFelgo 1 Support › SpriteBatchContainer and Flickable

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  • #6659



    in my project I am using a flickable with a SpriteSequence and some other items inside. I also added a SpriteBatchContainer to control the arrangement of the items and the Spritesequence. When I flick now, the Spritesequence is moving much faster, than the other items.

    Here is some code to try:

    <code class="language-qml">import VPlay 1.0
    import QtQuick 1.1
    GameWindow {
        activeScene: scene
        width: 960
        height: 640
        Scene {
            id: scene
                id: flickable
                width: parent.width
                height: parent.height
                contentHeight: background.height
                contentWidth: background.width
                    id: background
                    color: "blue"
                    width: 1000
                    height: 1000
                    z: 1
                    id: container
                    z: 2
                        id: sprite
                        x: 500
                        y: 500
                        width: 100
                        height: 100
                        id: testRect
                        color: "red"
                        width: 70
                        height: 100
                        x: 480
                        y: 480
                        z: 3
                        opacity: 0.5

    When you comment out the SpriteBatchContainer, the Spritesequence is placed/moving correctly, but I need a way to make the arrangement of the Spritesequence.




    Felgo Team

    Hi Heini,

    the SpriteBatchContainer must not be placed inside the Flickable, as the position of the SpriteSequence then gets calculated wrong like you are experiencing it.

    Can you put the Images that you are using to overlay the SpriteSequence in a Spritesheet too? Then you can order them correctly, it will however not work with Rectangles.




    Hi Alex,

    like suggested, I made it now by putting all images to stay on top in a SpriteSheet and it seems to work. It was a tricky part, because I have also an onscreen display and a screen popping up after finishing a level, that should cover the scene (with the sprites) but also be able to show some text. I wish, z-sorting with sprites would be easier…

    However, after adding the Spritesheet, i get now lots (hundrets?) of “cocos2d : getActionByTag: Target not found” in the console output. What does this mean?





    Felgo Team

    Hi Heini,

    sorry for sprites & spritebatch handling being a bit tedious – we will improve that in the ucpoming major update. The log output got added by accident in the previous release, you can ignore it right now and we’ll remove it in the next daily build coming next week!

    Cheers, Chris

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