I found https://easel.games/docs/learn/language/functions/ids#implic... which suggests they are structure-based, at least, though loops aren't mentioned.
Great documentation, by the by!
Great documentation, by the by!
for i in RangeInclusive(1, 10) { TextSprite(i) }
Yes, you found the right place in the documentation. Thanks, yes I worked very hard on the documentation!
The IDs are assigned at compile time by the Easel compiler. So they don’t change in any way at runtime. Does that answer your question?
If you are actually trying to make multiple sprites and not keep replacing them, what you do is you spawn a new entity to hold your extra sprite:
for i in Range(0,10) { Subspawn { TextSprite(i) } }
That code creates 10 sprites and achieves what I think you are thinking of.