1 Nov 2010 01:38
Re: better palette options
David Gowers (kampu <00ai99 <at> gmail.com>
2010-11-01 00:38:10 GMT
2010-11-01 00:38:10 GMT
On Thu, Oct 28, 2010 at 1:45 AM, James Paige <Bob <at> hamsterrepublic.com> wrote: > On Wed, Oct 27, 2010 at 04:34:35PM +1030, David Gowers (kampu) wrote: >> On Wed, Oct 27, 2010 at 1:47 AM, James Paige <Bob <at> hamsterrepublic.com> wrote: >> >> > Hypotheticlly suppose I have a side-scroller where the hero has a >> >> > 4-frame walk animation. When I press and hold the attack button while >> >> > walking, I want her to switch to to the sprite set where she charges an >> >> > energy canon, and when it is fully charged, I want to change her sprite >> >> > set to the one with the fully-charged canon. >> >> > I want to keep my place in >> >> > the 4-frame walk animation when these changes occur. >> >> >> >> It sounds like >> >> >> >> stored := push animation(current) >> >> set animation gfxset (current, charging) >> >> set animation timeout (current, chargeticks) >> >> >> >> # per tick, detect current anim timeout and.. >> >> set animation gfxset (current, charged) >> >> set animation timeout (-1) >> >> # or detect button release and... >> >> replace animation (current, pop animation(stored)) >> > >> > Interesting. With an interface like that I would probably not use the >> > feature at all. I would probably just use "replace animation" and >> > nothing else, since the push/pop commands and the timeout commands since >> > those both kinda volate Mode-View-Controller by putting "model" data >> > into the "view" which is going to have to be duplicated in the "model" >> > anyway for other reasons. >>(Continue reading)
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