LimeJS now has full support of sprite sheets. This means that you can gather your image assets to the same file and define areas that contain only the parts you are interested about. This lets you load multiple images with one request and export your whole keyframe animation with single file.
To define a fill for a part of a image there is a new Frame fill. It takes in an image(as url or Image element) and frame definition(as goog.math.Rect object or numbers). You can then use the Frame fill instance as you would use any other fill. All the same methods can be used for Frame as for Image fill(this covers repeating patterns) and performance should be also similar.
varframe=newlime.fill.Frame('sheet.png',20,30,200,150);//x , y, width, heightbox.setFill(frame);
We have finished all chapters of the initial Programming guide. If you want to know how to use LimeJS this is a place to start. Follow it through chapter by chapter and try out the solutions described on your own hello-world project. If you get stuck don’t be shy to ask for help.
The last chapter, added just couple of minutes ago, was about different rendering engines LimeJS supports. If you don’t know what that means go read more about it from here. Basically it means that you can use the same code to draw your elements with CSS or with Canvas. In your game you can change the rendering method with one function call depending on your content and the device you are running on.