const animation = new Sprite({
image:"boom.png",
cols:8,
rows:6,
animations:{mid:[10,20], end:[30,40]} // optional animations with labels
// see CreateJS SpriteSheet docs for the various animation format as there are a few different ones!
})
.center()
.run(2, "mid"); // plays the frames of the Sprite over 2 seconds (master time)
I don't see the sprite running, but rather frozen on a single frame.
If i do add animate (which i don't need), i do see the sprite running...
run() is what calls animate() in behind the scene. If your code is not working then it might be a bug on our side. It should run from frame 10 to 20. We just recently did some work there and perhaps it messed up the label. Will test now.
We just tested and it works like we expect. It plays frames 10-20 in 2 seconds. And if we change to "end" it plays the end frames. Did you preload the sprite image?