![]() function get_ID_format(id_short) - Returns a long ID Gideros tutorial code#object 1 = ‘ID000001’īelow is a simple function I wrote that transforms numbers into an ID code format like the above example. While you could compress the object IDs to hexadecimal format or using bits and bytes, I prefer having the IDs clearly readable for code debugging reasons. The benefit of this approach is that you don’t need to move around a lot of data when moving the objects in the game. ![]() This is probably the best method to use if you have a lot of separate images files.Third part – Object IDs and object propertiesįor my interactive fiction game I want to access my objects via ID codes. The Bird Animation loaded the images by using a table with the filenames and then loading them with a for loop. The method you choose depends on the state of the images you want to use or if you used the "Gideros Texture Packer" tool to create a single image. There are four methods for obtaining images. In the previous example you noticed that we had to load a lot of images. If you start the example and watch a clock, you will notice that the bird's wings move with each second. There happen to be 3 images in the sequence, so it will repeat the sequence 2 times a second. In this case, onEnterFrame is called 60 times a second, and we are waiting every 10 frames to advance frames, so the image will change 6 times a second. This is how it creates the illusion of animation, by swapping images quickly. When self.subframe is greater than 10, it resets that counter to 0 and it swaps the bitmap shown with the next one. Then we add the bird sprite to the stage and give it a random speed and place it off screen to the right.Įvery time the screen is rendered, onEnterFrame() is executed. And we show that frame by adding the frame with addChild(). We keep track of which frame is shown in ame. Then we save the number of frames into self.nframes. Inside of Bird:init() we create Bitmaps of the images and save them into ames. When Bird.new(frames1) is executed, it jumps to the a file to the code function Bird:init(frameList). In the a file we create a new bird object with this code. ![]() Let's talk a little bit more about creating a class. The main code is in the a file, where the Bird class is created. ![]() The a file specifies the images that will be a part of our sprites and creates the sprite objects and adds them to the stage. When the images are shown after each other it appears that the sprite is animating. Gideros tutorial series#In this case, the animation is a series of images and each image is a frame of the animation. Gideros tutorial how to#The bird animation example shows us how to animate a sprite. We are going to look at more example applications that come with Gideros Studio. The next method of animation is to move or change how visible the sprite is using gradual changes so that the sprites appear to have life-like motion and nice fade in and outs. To do this we will need to find or make some images. The first method of animation we will look at uses multiple bitmaps to give our sprites the appearance of movement. In this lesson we will look at several different ways to animate.
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