The GetMapAnimCurrentFrameRate function returns the current frame rate of a maps block animation.
FACTS:
* None
Mini Tutorial:
This example shows the hands on creation of a Map, and the basic creation of a map anim. It then displays the create map anims information for you. Which should give you a feel, for how the block animation commands fit together.
; ============================== ; Part 1 - Create Map ; ============================== ; Set Width & Height variables of the Map tiles TileWidth=16 Tileheight=16 ; Create a map with provision for 5 levels MyMap=NewMap(5) ; ============================== ; Part 2 - Create Tile Animations ; ============================== Print "Number Of Animations in Map:"+Str$(GetMapAnims(MyMap)) ; Create Room for 50 Block Animations with this map MapAnimQuantity MyMap,5 ; Create Anim 1,with space for 10 frames in the anim CreateMapAnim MyMap,1,10 ; Poke some frames into the Anim 1 For lp=0 To 10 PokeMapAnim MyMap,1,lp,10+lp Next ; Set the frame rate MapAnimFrameRate MyMap,1,3 ; ============================== ; Part 3 - Display the Anim Information ; ============================== Print "Number Of Animations in Map:"+Str$(GetMapAnims(MyMap)) ; List the Info about each Anim For Anim=0 To GetMapAnims(MyMap) If GetMapAnimStatus(MyMap,Anim)=true Print "Anim #"+Str$(anim) f$="" Print "Frames:"+Str$(GetMapAnimSize(mymap,anim)) Print "Frame Rate:"+Str$(GetMapAnimFrameRate(mymap,anim)) Print "Current Frame Rate:"+Str$(GetMapAnimCurrentFrameRate(mymap,anim)) Print "Anim Type:"+Str$(GetMapAnimType(mymap,anim)) For Frames=0 To GetMapAnimSize(myMap,Anim) f$=f$+Str$(PeekMapAnim(myMap,anim,Frames))+"," Next Print "Tile Sequence:"+TrimRight$(F$,",") Else Print "Anim #"+Str$(anim)+" Doesn't exist" EndIf Print "" Next ; Display the screen and loop back to the DO Sync WaitKey |
This example would output. Number Of Animations in Map: 0 Number Of Animations in Map: 5 Anim #0 Doesn't exist Anim #1 Frames:10 Frame Rate:3 Current Frame Rate:3 Anim Type:1 Tile Sequence:10,11,12,13,14,15,16,17,18,19,20 Anim #2 Doesn't exist Anim #3 Doesn't exist Anim #4 Doesn't exist Anim #5 Doesn't exist |
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