Animation.js (system script)

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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

Usage

RequireSystemScript("animation.js");


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 images folder 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.


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.

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.
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