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[ 8 posts ] |
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Freeflow
Joined: Sun Oct 25, 2009 10:16 pm Posts: 110 Location: Western U.S.
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MOSprite Inquiry
I've recently been trying out animated sprites. I tore apart the Wiki and found that there are 6 SpriteAnimModes. Values 3 and 6 include "PingPong".
What does this mean exactly?
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Fri Mar 05, 2010 11:18 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: MOSprite Inquiry
Think of pong, it means the animation goes to the end of the animation from the start, then goes backwards to the start from the end, then back again in a loop.
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Fri Mar 05, 2010 11:23 pm |
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DrLuke
Joined: Thu Sep 03, 2009 6:01 pm Posts: 56
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Re: MOSprite Inquiry
Just imagine it like a row of lights lighting up from left to right, and then back again. So instead of using sprites for the animation from left to right AND from right to left, you only need the sprited for left to right.
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Fri Mar 05, 2010 11:51 pm |
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Freeflow
Joined: Sun Oct 25, 2009 10:16 pm Posts: 110 Location: Western U.S.
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Re: MOSprite Inquiry
So your saying that for ping pong anim modes you only need right to left or vice versa? For the others you need both I assume. It appears this question has provided a deeper clarity for my SpriteAnimMode problem. Much thanks you two.
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Sat Mar 06, 2010 9:35 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: MOSprite Inquiry
An animation can be thought of as a series of frames going from the start, at the left, to the end, at the right. Normal cycle mode for animation begins at the start, shows each frame from left to right, then when it has reached the end, shows the starting frame again and moves left to right again. What we're saying is, ping pong mode, instead of showing the first frame again, reverses the order of frames and animates backward until it reaches the start. Animation with 3 frames. Normal Cycle: 1, 2, 3, 1, 2, 3 Pingpong: 1, 2, 3, 2, 1, 2, 3
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Sat Mar 06, 2010 4:50 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: MOSprite Inquiry
SpriteAnimMode 0 = NOANIM - No anim 1 = ALWAYSLOOP - Always loop through frames, eg: 123,123,123 2 = ALWAYSRANDOM - Loop Randomly, eg: 1,5,3,27,2,3,1,5,6,2,3,etc 3 = ALWAYSPINGPONG - Always ping pong, eg: 123,321,123,321 4 = LOOPWHENMOVING - Same as 1 but only when moving. 5 = LOOPWHENOPENCLOSE - What rockets use 6 = PINGPONGOPENCLOSE - What some other rockets use.
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Sat Mar 06, 2010 7:01 pm |
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Freeflow
Joined: Sun Oct 25, 2009 10:16 pm Posts: 110 Location: Western U.S.
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Re: MOSprite/Coding Inquiry
Since i got that SpriteAnimMode stuff taken care of i'm just going to piggyback this next questions off this thread.
Is there a .ini file function that allows an MOPixel or MOParticle to increase velocity in an exponential fashion? For instance, having a round of a gun start out slow then rapidly accelerate.
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Sat Mar 06, 2010 7:57 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: MOSprite Inquiry
No, but a script to do so would be very simple. Make a .lua file with this Code: function Create(self) self.Vel = self.Vel ^ 2; end then add this to the end of the .ini code for the particle, with a single tab. Code: ScriptPath = [file path of previously added script] Do be forewarned, that particles exceeding 500 m/s (half the true muzzle velocity of an M16) are deemed by data to be 'stupidly fast' and are deleted.
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Sat Mar 06, 2010 8:12 pm |
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