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			| Rawtoast 
					Joined: Mon Apr 06, 2009 9:41 am
 Posts: 712
 Location: New York
   |   Clown Shield - 21 frames So I've got this shield all sprited out that will hopefully spring a boxing glove out of it.  The problem is that the animation for the shield is 21 frames, and I don't know how to work with so many sprites.  In particular I am confused about 	SpriteAnimDuration.  Any help? The file is attached below.
 
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			| Tue Jun 09, 2009 1:06 am | 
					
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			| AgentBaron 
					Joined: Mon May 18, 2009 11:48 pm
 Posts: 205
 Location: The swamps of Stuporia!
   |   Re: Clown Shield - 21 framesJust a hypothesis, but I would think SpriteAnimDuration would be how long the animation is active before either idling or stopping altogether.  Perhaps in intervals.
 If there was a way to change the number of frames per second one could possibly change the speed of the animation.  I'll check out the code for a better look, though.
 
 EDIT: Well... what if the device itself emitted the glove, which had its animation... and then, uh... you'd still have to determine the animation speed, which could possibly be determined by SpriteAnimDuration... I think.  I've really been wondering about variable animation speed myself, honestly.
 
 
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			| Tue Jun 09, 2009 4:22 am | 
					
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			| Areku 
					Joined: Fri Oct 17, 2008 9:46 pm
 Posts: 5212
 Location: The Grills Locker.
   |   Re: Clown Shield - 21 framesSpriteAnimDuration simply defines how long the engine takes to show all the frames in a sprite. It is measured in milisseconds, so a SpriteAnimDuration of 1000 means that your sprite will take a single second to show completely, 2000 = 2 seconds, etc.
 To determine how long each frame will last, divide the total duration by the number of frames. For example, 20 frames in 2000 milisseconds would make each frame last 2000/20=100, that is, 0,1 second.
 
 
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			| Wed Jun 10, 2009 3:40 pm | 
					
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			| Rawtoast 
					Joined: Mon Apr 06, 2009 9:41 am
 Posts: 712
 Location: New York
   |   Re: Clown Shield - 21 framesAgentBaron wrote: Just a hypothesis, but I would think SpriteAnimDuration would be how long the animation is active before either idling or stopping altogether.  Perhaps in intervals.
 If there was a way to change the number of frames per second one could possibly change the speed of the animation.  I'll check out the code for a better look, though.
 
 EDIT: Well... what if the device itself emitted the glove, which had its animation... and then, uh... you'd still have to determine the animation speed, which could possibly be determined by SpriteAnimDuration... I think.  I've really been wondering about variable animation speed myself, honestly.
Yeah, that's what I thought SpriteAnimDuration was about.  I mean, that's exactly how it sounds.  It's just that if I give it a high value, it doesn't seem to play the frames at a slower speed at all.  They always play out the same: about 2 or 3 quick and sketchy frames, then nothing.
 
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			| Wed Jun 10, 2009 6:16 pm | 
					
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			| Rawtoast 
					Joined: Mon Apr 06, 2009 9:41 am
 Posts: 712
 Location: New York
   |   Re: Clown Shield - 21 framesAnyone? 
 
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			| Fri Jun 12, 2009 9:39 pm | 
					
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			| AgentBaron 
					Joined: Mon May 18, 2009 11:48 pm
 Posts: 205
 Location: The swamps of Stuporia!
   |   Re: Clown Shield - 21 framesHave you tried giving it a very low number? 
 
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			| Mon Jun 15, 2009 3:26 am | 
					
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