Animation.js (system script)
From Spheriki
Animation.js is an easy-to-use system script by fenix which allows having a sequence of images (for example image files) played as an animation one after another.
Contents |
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Usage
RequireSystemScript("animation.js");
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Variables and functions of animation.js
- Object constructor Animation()
- Each object created with this constructor will represent a sequence of images.
- Methods:
- addImage(image, timing) - adds an image to the sequence. The 'image' argument may either be a string with the name of an image file situated in the
imagesfolder of your project or an image object. 'timing' defines the number of milliseconds the image is shown. - blit(x, y) - draws the animation at the given screen position.
- reset() - restarts the animation.
- addImage(image, timing) - adds an image to the sequence. The 'image' argument may either be a string with the name of an image file situated in the
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Examples
Let's say we have the three frames of an animated logo stored as logo1.png, logo2.png and logo3.png. This script will show the animation until a key is pressed:
RequireSystemScript("animation.js") var Logo = new Animation(); Logo.addImage("logo1.png", 300); Logo.addImage("logo2.png", 300); Logo.addImage("logo3.png", 300); while (!AreKeysLeft()) { Logo.blit(0, 0); FlipScreen(); }
Alternately, if the logo has already been loaded before, like...
var Logo1 = LoadImage("logo1.png"); var Logo2 = LoadImage("logo2.png"); var Logo3 = LoadImage("logo3.png");
...then you can - in the above example - call the addImage method like this:
Logo.addImage(Logo1, 300); Logo.addImage(Logo2, 300); Logo.addImage(Logo3, 300);
It'll do the same as before, but can save you loading time in some cases.
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Notes
- The animation goes on forever. Use its
reset()method to make sure it starts with the first image in a given situation. - You'll have to use FlipScreen() after blitting. Otherwise you'll see nothing.

