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smashio XZelda-HolicX
DO I have to define everysingle sprite i want to flip?? if so how can i define the second sprite?
1そうだね
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Autz sonic-HD8765
I answered you on the previous pic about flipping the sprites, but well... To answer your question: You only need to flip the sprites that you're using. You don't have to flip every single frame of the sprite since the whole sprite is flipped. Seems that you're confusing Sprite with Frame.
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Autz sonic-HD8765
SPDEF is more useful when you have different sprites using the same definitions. That's what SPDEF is for: To define a common set of dimensions for different sprites to use. Is better to use SPCHR since on most cases, each sprite are unique with their unique dimensions, so a common definition won't work for all of them.
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Autz sonic-HD8765
Also, sometime on the execution of the program, the sprite should mirror itself on real-time, and SPDEF won't help in that case. Therefore, more reasons to use SPCHR.
0そうだね
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SıмΞоп SimeonW
First define the sprite like so: SPSET 46,XPosition,YPosition Then set it's home (the point at which it will scale and rotate around) 8,8 is the center SPHOME 46,8,8 Now we can animate it Frame 1: start at 0 Frame 20: rotate 360 degrees SPANIM "R",1,0,20,360 Frame 1: start at 200,120 Frame 10: move to 200,60 Frame 20: move back to 200,120 SPANIM "XY",1,200,120, 10,200,60, 20,200,120
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SıмΞоп SimeonW
That code is not tested, but I am almost certain that it will work Using SPANIM, some people use -1 instead of 1 to define the initial value, or you don't need an initial value at all, and the sprite will move to that value from wherever it currently is.
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