java - complex animated objects in AndEngine -


i'd implement complex animated weapon objects have different states , various amount of sprites.

for example 1 weapon object has 36 sprites full rotation 360 degree in isometric projection, has 72 additional sprites shot(2 sprites each position previous 36 sprites) , on.

some other weapon object have 36 sprites full rotation 360 degree , have 5(not 2 previous one) sprites each position previous 36 sprites.

my question - should manage animated sprite indexes manualy or clever tools exists angengine similar tasks ?

how best it?


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