Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

1 decade ago by John

Never mind, I fixed it by cutting down the animations to a single frame

this.addAnim( 'up1', .7, [9] );

      this.addAnim( 'up2', .7, [10] );

      this.addAnim( 'up3', .7, [11] );
      
      this.addAnim( 'down1', .7, [0] );

      this.addAnim( 'down2', .7, [1] );

      this.addAnim( 'down3', .7, [2] );
      
      this.addAnim( 'left1', .7, [3] );

      this.addAnim( 'left2', .7, [4] );

      this.addAnim( 'left3', .7, [5] );
      
      this.addAnim( 'right1', .7, [6] );

      this.addAnim( 'right2', .7, [7] );

      this.addAnim( 'right3', .7, [8] );
      
      this.addAnim( 'idleup', 0.1, [10] );
      
      this.addAnim( 'idledown', 0.1, [1] );
      
      this.addAnim( 'idleleft', 0.1, [4] );
      
      this.addAnim( 'idleright', 0.1, [7] );

And then used the currentAnim.frame property to get the current frame and sent it to my player copy.

1 decade ago by Joncom

Maybe you're content with how it's working now, but something doesn't seem right to me looking at your code. You should be able to have a single animation for up, down, left, and right, without having to worry about anything 'freezing'.

// Assuming you want the 3-frame animation to loop continuously.
this.addAnim( 'right', .7, [6,7,8] );

1 decade ago by John

I was using that code but for some reason it was freezing on the first frame. The code above is just a work around.

1 decade ago by dominic

Did you maybe overwrite the entity's update() method and didn't call this.parent()?

The animation has to be updated for each frame - normally this is done in the parent update(). If you don't want to call this.parent() in your entity's update() for some reason, you can call this.currentAnim.update() directly to update the animation frame.

1 decade ago by John

Man I feel dumb, how did I miss that. Thanks for pointing it out.
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