Sprite.Animate | Part of Sprite module |
Syntax | Sprite.Animate (spriteID, picID, x, y : int, centered : boolean)
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Description | Moves the sprite specified by spriteID to the location
specified by (x, y). If centered is true,
then the sprite is centered on (x, y). Otherwise (x, y)
specifies the lower-left corner of the sprite. At the same time, it
changes the picture associated with the sprite. A simple example of the Sprite.Animate procedure would be of a man walking. The picture associated with the sprite would constantly change as the figure was walking. At the same time, the location of the figure would also change.
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Example | Here is a program that loads a series of images from an animated
GIF file called "mypic.gif". It works by loading the images from
the GIF file into an array (see
Pic.FileNewFrames for
more information) and then displays the images sequentially on the
screen, moving the image eight pixels each time.
var numFrames := Pic.Frames ("mypic.gif") % Load the picture var delayTime : int var pics : array 1 .. numFrames of int Pic.FileNewFrames ("mypic.gif", pics, delayTime) var sprite: int sprite:= Sprite.New (pics (1)) Sprite.SetPosition (sprite, 0, 100, false) Sprite.Show (sprite) for x : 8 .. maxx by 8 Sprite.Animate (sprite, pics ((x div 8) mod numFrames + 1), x, 100, false) delay (40) % Stop sprite from moving too quickly end for Sprite.Free (sprite)
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Execute | |
Status | Exported qualified. This means that you can only call the function by calling Sprite.Animate, not by calling Animate.
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See also | Sprite.New,
Sprite.SetPosition and
Sprite.ChangePic.
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