Animation Update and Trick
adent42
Key Master, Head Chef, Executive Chef, Member, PRO Posts: 3,159
So we finally got around to implementing Store Animation Frame To Attribute in the HTML5 engine. That's probably handy for someone out there.
We also had a request to adjust frame rate, but that's not really necessary in behavior because.... you can do it on your own!
This assumes that you have a common image name root and a 2 digit number after the name. So something like
'walk01' 'walk02' 'walk03', etc.
For this example we've also set up two Actor Attributes, FPS and FrameCount.
Then all you need is a constrain attribute as follows:
self.image = "walk"..padInt(ceil(mod(devices.clock.millisecond/1000*self.FPS,self.FrameCount)),2)
Hope that's handy for anyone looking to do something like this!
Comments
A bit of an adjustment to avoid an extra calculations:
"walk"..padInt(mod(ceil((scene.time)*(self.FPS)),self.FrameCount)+1,2)
The +1 is because mod loops on a zero basis, so you need to add one to the loop. Alternatively, your animation could just start a frame 00.
You can also avoid the "padInt" if you don't zero pad your frame numbers.