Please tell me. How to organize the display of a character on the screen if it can consist of several different sprites? head, body, legs.
For example, the head is sprite 1, the legs are sprite 2, etc. I have all the data on what parts the character consists of. It is also important that there can be several characters.
All the examples that I have seen are static, that is, the character is pre-created. But I need to collect dynamically. After loading scene proxy.
I would use one game object per body part, and have one sprite per object. The individual body parts can either be animated individually, or using a root game object, or by attaching physics joints between each part. You can use sprite.play_flipbook() to change which image to use for a body part, and if needed also change the atlas using go.set("#sprite", “image”, atlas_resource).
You can create a file robot.collection and have a root game object on that then you add other game objects for robot’s parts as its components. After that you create a file robot.script and attach to the root game object. In the script file you can define properties which helps you customize your robot
GUI is ok if you don’t need 3d. Actually I’m also making a game just by GUI nodes. However it’s quite basic and less libraries for filters, drawing, animations…
What do you mean by programatically? Doesn’t GO allow you to do that? You might already known that you can create a new GO with factory.create(), and by that you can create a module to control your all robots, kind of that
That’s what I am saying. On your main script you can loop your table and use collectionfactory.create() or factory.create() to create your new robots