Redefined animations and support multiple simultaneous animations#104
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GamerGambit wants to merge 10 commits intoPlanimeter:masterfrom
Open
Redefined animations and support multiple simultaneous animations#104GamerGambit wants to merge 10 commits intoPlanimeter:masterfrom
GamerGambit wants to merge 10 commits intoPlanimeter:masterfrom
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This is scheduled for Grid Engine 10 early next year. |
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| -- `#sequence == 2` should be true only for single frame anims. The first sequence should be the frameTime command, second should be frameIndex. | ||
| -- This prevents single frame animations from constantly calling `spri:onAnimationEnd`, also single frame animations dont need to loop | ||
| if (#self.sequence == 2) then |
Member
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I have needed to step away from active development for a while, but this is now pending merge. I'm cleaning upstream up before we add this. Sorry it took two years, @GamerGambit! What a bad two years. |
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This is a breaking PR that changes how sprite animations are defined. The new change removes the previous limitation of a simple
startandendframe pair, and replaces it with the ability to use sequential and out-of-order frames, frame ranges, and variable frame times, all in the same animation.An example of the new system might look like this
Single frame animations can be simplified to just
myAnimation = 10and variable frame times can be achieved by usingframeshere is either a single frame, frame range, or sequence, or combination of those.This PR also enables support for frame events firing multiple event names. For example: