Anim(Player/P, IS, startFrame, endFrame, frameTime=1)
for(var/i=startFrame, i<=endFrame, i++)
var icon/I = new(P.icon, IS, P.dir, i)
P.icon = I
sleep frameTime
P.icon = initial(P.icon)
is it possible to flick() or something simular but only through certain frames of the animation? If not how could I make this possible? I've tried running through with a loop making a new icon at each frame specified but this of course doesn't affect any overlays, nor does it follow the animation as expected.. Maybe I'm going back it the wrong way.
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That makes me pretty sad, oh well. I'll just have to stick to the old fashioned way and make pointless icon states..
Appreciate your help though, thanks. |
I'll just have to stick to the old fashioned way and make pointless icon states.. 511 is coming up. A well-outlined feature request would be promptly considered by Lummox. |
Not at this time.
If you break up the icon's frames into individual icon_states, you can generate a dynamic client-side animation for the object by flipping through the icon_states using animate()
animate()'s not quite as efficient as just jamming an extra icon_state into the file for your modified animation, but it's one way of going about it.