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AssignAnimation | ||||||||||
Purpose Replaces the current animation sequence with a new one, or creates a new one if there was no pre-existing animation |
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Protoype void CTileMngr::AssignAnimation (vector<int> v_animation, bool b_play = true, int i_dir = FORWARDS, int i_fdelay = 1000, int i_adelay = 0) |
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Parameters
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Description This function creates or replaces the animation for a map tile.
Animation Sequences An animation sequence is a string of numbers that represent cells in the template. All templates start will cell 0, not 1.
Playing and Direction If you want to immediatly play the animation, then pass in TRUE for b_play. This will automatically load and begin playing the animation. You can also set the direction that the animation will play in, beginning to end (FORWARD) or end to beginning (REVERSE). Time Delays An animation can have two seperate delays. The frame delay causes the animation sequence to pause after a frame has been rendered and waits the amount of milliseconds specified with i_fdelay before rendering the next frame. Then there is also the animation delay, specified with i_adelay. This delay starts at the end of the animation, after the last frame delay. |
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Use CTileMngr tile_mngr; // create the animation sequence vector<int> anim; anim.reserve(3); anim.push_back(2); anim.push_back(0); anim.push_back(4); // assign the animation tile_mngr.AssignAnimation(anim, false, FORWARDS, 0, 1000); |
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