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Author Topic: [Semi-Resolved] BGRASpriteAnimation - Frame-by-Frame Buttons  (Read 449 times)

pixelink

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[Semi-Resolved] BGRASpriteAnimation - Frame-by-Frame Buttons
« on: December 11, 2023, 05:04:59 pm »
Its been a while....
Have this small app I made using the BGRASpriteAnimation.
It loads and animates a sprite sheet... It works great.

I use this app to check game animations, to see if individual images are misaligned that make the animation look off.

However, I am needing to implement two buttons (Back/Forward)
so I can manually advance each frame one at a time when the animation is "paused"

Is this possible with this control?

Thanks in advance
« Last Edit: December 11, 2023, 07:21:44 pm by pixelink »
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pixelink

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Re: BGRASpriteAnimation - Frame-by-Frame Buttons
« Reply #1 on: December 11, 2023, 06:42:22 pm »
I have got this, but doesn't work.

I have implement two buttons (Back/Forward) that uses the BGRASpriteAnimation.AnimPosition... so I can hopefully manually advance each frame one at a time when the animation is "paused"

However, the frames don't back/forward.

How do I get my images to display at the correct animposition

Code: Pascal  [Select][+][-]
  1. BGRASpriteAnimation1.AnimPosition:= 4;
« Last Edit: December 11, 2023, 06:49:27 pm by pixelink »
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pixelink

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Re: BGRASpriteAnimation - Frame-by-Frame Buttons
« Reply #2 on: December 11, 2023, 07:21:22 pm »
Well, I can't figure out what to do.
So, all I did for now is just have a single button that sets the Speed to real slow.

Not ideal, but it is a work around.
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lainz

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Re: [Semi-Resolved] BGRASpriteAnimation - Frame-by-Frame Buttons
« Reply #3 on: December 12, 2023, 02:43:46 am »
This component is very limited. It was my first component.

But try animating yourself. Is just displaying an image index with a timer interval.

 

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