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;
}
}
}
Animation time/loop
Moderator: Stef
Re: Animation time/loop
Nevermind, it was that i did not update the current_anim var. 8B