How to use Adobe Animate exported sprite table animation in OpenFL

I have a sprite table and a. json data

How to use sprite animations in OpenFL HTML5 projects?

It should be noted that the size of each image is different, not the same small person image as before

Export sprite table using Adobe Animate

Can you post the Json data and png or an example one. I used to know flash well but I am now on linux. From a quick google I suspect you best option maybe to export as starling, which gives you an XML and png. But JSON should be fine. Not my image one I found suggesting using starling, which by the way openfl should support.

In theory you can use OpenGL/WebGL directly in OpenFL and basically upload one image ( spritesheet/textureatlas ), to the shader then in you pass the sub image details to the vertex shader by parsing the xml/json. With starling you won’t have to do this low level it should provide an api that auto extracts the dimensions and uses with a shader.

One of these libraries may be useful for using Animate texture atlases (sprite sheets) with OpenFL.

2 Likes

Hello, I didn’t use Starling, but I need to use the exported sprite table animation from Adobe Animate in OpenFL. I am a beginner, so I would like to know how to implement it?

Hello administrator, I am a beginner in OpenFL and I use Adobe Animate to create HTML5 animations. May I ask how to use the exported sprite table animations from Adobe Animate in OpenFL?

Does OpenFL have built-in support for sprite table animations? I used CreatiJS before and I am a beginner in OpenFL. CreatiJS does a great job with sprite tables. There are two ways to set images in CreatiJS: 1. Each image has the same size, and 2. Each image has a different size. There are also three ways to define animations: 1. Define a single frame, 2. Define continuous frames, and 3. Define discontinuous frames. Can you take a look? EaselJS v1.0.0 API Documentation : SpriteSheet I want to achieve this effect in OpenFL, and I’m surprised that I haven’t seen any Pok é mon animations in OpenFL! Shouldn’t this be a must-have for modern engines?

I saw a SWF library that allows for the use of SWF animations, but in my testing, with a stable 60fps, my computer can only run 100 MovieClip movie clips at the same time, and its performance is not good! I switched to bitmap animation, which means replacing the animations implemented by BitmapData. The quantity has increased to 1500, but there is still a big gap compared to CreatiJS. CreatiJS can run 50000 Pok Ă© mon animations at a stable fps of 60 on my computer at the same time, so I wonder if OpenFL can also achieve a quantity of 50000? Also, let me mention that my computer was bought in 2011 and is over 10 years old

For best performance rendering bitmaps in regular OpenFL, TileMap is probably your best bet. It should be much faster than regular Bitmap display objects.

You might also consider trying the Starling library, which is built on OpenFL’s Stage 3D. It provides a similar API to OpenFL, but it is designed from the start for GPU rendering. Basically all display objects in Starling can be batched on the GPU, much in the same way that OpenFL’s TileMap supports batching.

Is TileMap implemented by copying pixels?

I’ve worked with sprite sheets from Adobe Animate for basketball-themed mobile games, including NBA 2K-style mods. Integrating them into OpenFL took some tweaking, but the performance was decent on Android. I tested with an APK from to match animation timing—it helped visualize in-game flow more accurately.

1 Like