2/18/2024 0 Comments Texturepacker xml![]() Ok, I made the code as small as possible and focused on procedure RunAllAnimation. to contain a copy of Names: array of String.The only thing you have to do is initialize AnimList to be implementation should be similar to RunAllAnimations, but you have to initialize new AnimList with the contents of Names It should take, as arguments, the Scene, and the list of animation names, and look like procedure xxx.RunAnimationSequence(const Scene: TCastleSceneCore const Names: array of String) Once you got it, the next step is to change RunAllAnimations into something like RunAnimationSequence. I emphasize: make sure it works, and play with this code so you understand what it does. Code from the outside should only call RunAllAnimations. Code from the outside should not call RunNextAnimation, this doesn’t make sense – RunNextAnimation is just a helper method, we need it as a the Params.StopNotification callback. Please first make sure it works – that you have a working RunAllAnimations, in a simple test application. The first step was to make RunAllAnimations running, so that my example from Play all animations in sequence - #8 by michalis works. Can you please help me with the code? I got my game animation stuff almost complete except playing sequences of animations. I just need to play the sequence of the 4 animation names that are in the sprite xml screen. populate the AnimList with new animation names you want to play (``AnimNames` from my declaration).make sure to clear AnimList and stop current animation, if any.The only difference between your RunAnimationList and the RunAllAnimations is how to populate the AnimList, list of animations scheduled to play. You would then call it like RunAnimationList(Scene, ) You can adjust it to implement instead RunAnimationList(const Scene: TCastleSceneCore const AnimNames: array of Strings) It implements RunAllAnimations, taking AnimList := Scene.AnimationsList. The latter thread contains a ready example from me that you can adjust to do exactly what you need here. Play all animations in sequence - #8 by michalis. Sprite control with the new system - #2 by michalis , This mechanism was already mentioned, with examples, in 2 threads where you participated Use TPlayAnimationParameters.StopNotification feature to implement “playing a list of animations, in a sequence”. png, so using different anim names for the same images and so different subsets.īut the sprite editor development looks quiet for some Months and is not updated since 21 April. This looks interesting because I would be able to create different xml files for the same. ![]() I noticed the backlog in the new sprite editor and found: So every next Playanimation command should “wait” for the previous one to finish, but I don’t know how. PlayAnimation(‘kyleyturnnwtoback’, false) // (turns facing north west to back) ![]() PlayAnimation(‘kyleyturnlefttonw’, false) // (turns facing left to north west) PlayAnimation(‘kyleyturnswtoleft’, false) // (turns facing south west to facing left) PlayAnimation(‘kyleyturnfronttosw’, false) // (turns facing front to facing south west) Or is there a way to set a Playanimation list? This works, but if I, for instance, want to turn in one animation sequence from facing front to back I would need 4 different lists that play after each other. PlayAnimation(‘kyleyturnfronttosw’, false) (turns facing front to facing south west) ![]() I have now renamed the first subtexture names to: It does not work (it only shows the first image)īut in this example I want to play just images 1-4. PlayAnimation(‘kyleyturn_01, kyleyturn_02, kyleyturn_03, kyleyturn_04’, false) If I try to play the first 4 images with: := ‘kyleyturn.starling-xml#fps:10,anim-naming:strict-underscore’ I have this sprite image xml file and want to play a range of it:
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