|
Post by OddChild on Jun 19, 2006 15:19:41 GMT -5
SetAnimateLoop Index, X -- loops the animation frames of the given image index; X = true (default) or false
What about adding...
SetAnimateLoop Index, X, start frame(optional), end frame(optional) -- loops the animation frames of the given image index; X = true (default) or false
That way, only a certain part of the sprite would cycle. For example... If using sprites from RPG, then the character would appear to be walking, with this one command as opposed to having to type several lines of code just to make the character walk in one direction.
|
|
|
Post by Guilect on Jun 19, 2006 18:32:47 GMT -5
I will consider it but,
The animateloop command needs to be flexible to accommodate a variety of image formats. You could have an image that contained frames that run horizontal OR you could have an image in which the frames ran vertical. (So 1 row and x columns or x rows and 1 column). You can't assume that all user's images are going to be setup like the one that you are currently working on. I think that all the information that is being requested is required.
The command could be simpler if Brutus2D required that all images be of a specific format (like some other languages). That is all frames run, say, horizontal, be 16 by 16 pixels wide, have a 1 pixel space between them, the transparent color is magenta, etc. But then this limits the type of image that can be used. Brutus2D's animate commands are setup to be the most flexible and powerful at the expense of being a little more work.
|
|