Animation time/loop

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orlanrod
Very interested
Posts: 99
Joined: Fri Sep 25, 2015 7:46 pm

Animation time/loop

Post by orlanrod » Fri Oct 02, 2015 9:29 pm

I got a little timer thing going for my animations, but it stops working right after it playing the two animations for some reason.

Here is the code

u16 panimspeed[5]; //0 = idle, 1 = walk, 2 = sleep/knockedout
u16 panimframe = 0;
u16 panimtimer = 0;
s8 animpingpong = 1;

if ((current_anim == ANIM_STANDSIDES) | (current_anim == ANIM_STANDUP) | (current_anim == ANIM_STANDDOWN))
{
if (animpingpong > 0)
{
if (panimtimer < panimspeed[0])
{
panimtimer++;
}
else
{
if (panimframe < 2){ panimframe++; SPR_setFrame(&sprites[0], panimframe); panimtimer = 0; } else { animpingpong = -1; panimtimer = 0;}
}
}

if (animpingpong < 0)
{
if (panimtimer < panimspeed[0])
{
panimtimer++;
}
else
{
if (panimframe > 0)
{
panimframe--;
SPR_setFrame(&sprites[0], panimframe);
panimtimer = 0;
}
else
{
animpingpong = +1; panimtimer = 0;
}
}
}

}

if ((current_anim == ANIM_WALKSIDES) | (current_anim == ANIM_WALKUP) | (current_anim == ANIM_WALKDOWN))
{
animpingpong = +1;

if (panimtimer < panimspeed[1])
{
panimtimer++;
}
else
{
if (panimframe < 3)
{
panimframe++;
SPR_setFrame(&sprites[0], panimframe);
panimtimer = 0;
}
else
{
panimframe = 0;
SPR_setFrame(&sprites[0], panimframe);
panimtimer = 0;
}

}
}

orlanrod
Very interested
Posts: 99
Joined: Fri Sep 25, 2015 7:46 pm

Re: Animation time/loop

Post by orlanrod » Fri Oct 02, 2015 11:05 pm

Nevermind, it was that i did not update the current_anim var. 8B

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