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CreateMapAnim | ||
CreateMapAnim MapIndex, Animindex, NumbOfFrames | ||
Parameters: MapIndex = The Index of the Map that you wish to create an anim within Animindex = The Index of the tile animation to create NumbOfFrames = The number of frames this anim should have |
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Returns: NONE | ||
CreateMapAnim initializes blank space for this block anim sequence. The sequence can store any valid block index, in any order you like. So an animation is nothing more than a list of block indexes. Each position is the animation list is called a frame. The animation frames start at 0 and go up the number of defined frames for the animation. When map animations are played using the UpdateMapAnims command, the command will step forward through the defined frames of your animation, until reaching the end of the animation. Where (depending upon the animation type), it will reset the animations current frame index back to the start and continue on. Creating an endless animation. The Number Of Frames within an Animation can be expanded or contracted as need be, using the ResizeMapAnim command. So if you create an animation with provision for 50 frames, and only use the first 10, then to ensure your animation works correctly, you'll need to resize the animation to the correct size. Which would 10 in case of this example. FACTS: * Animations default to Anim Type #1 (PBMapAnim_Forward) Mini Tutorial: This example shows the hands on creation of a Map, and then basic creation of a map Anim, then displays the map information for you. Which should give you a feel of all the map animations used in content.
This example would output.
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Related Info: | DeleteMapAnim | GetMapAnimStatus : |
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