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Walking Frame Additions http://www.miragesource.net/forums/viewtopic.php?f=210&t=835 |
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Author: | Tony [ Tue Dec 12, 2006 11:09 pm ] |
Post subject: | Walking Frame Additions |
Hmmph I've been trying the spiffy stuff and no luck. Can someone explain to me If (Player(Index).YOffset < PIC_Y / 2) Then Anim = 1 :: Pando |
Author: | Robin [ Tue Dec 12, 2006 11:24 pm ] |
Post subject: | |
If it's half way across the tile, it gots to anim 1 |
Author: | Rian [ Tue Dec 12, 2006 11:29 pm ] |
Post subject: | |
I'm at work, so i don't have any real references, but this is what I think this line does (Any one correct me if I'm wrong). This sets which animation to use while the player is walking between tiles. Notice PIC_Y / 2 . |
Author: | Tony [ Wed Dec 13, 2006 12:11 am ] |
Post subject: | |
I've figured that already. Im not that clueless but can you also explain Player(Index).XOffset and Player(Index).YOffset? I'd like to understand each bit of code. Please and thank you. :: Pando |
Author: | Lea [ Wed Dec 13, 2006 1:39 am ] |
Post subject: | |
As you move, the server jumps you from 1,1 to 1,2. The client adds the smooth transition by adding those Offsets. As you move from 1,1 to 1,2, the YOffset increases to make it look like you smoothly move. When YOffset = 1, you've moved a full tite. |
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