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en:tutorials:anim [2018/02/14 04:46 (2 years ago)]
iarwain ↷ Page moved from tutorials:anim to en:tutorials:anim
en:tutorials:anim [2019/03/06 05:52 (13 months ago)]
sausage Optional graphic property
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 ===== Summary ===== ===== Summary =====
  
-See previous ​[[main_previous#​Basic|basic tutorials]] for more info about [[object|basic object creation]], [[clock|clock handling]] and [[frame|frames]].+See previous basic tutorials for more info about [[object|basic object creation]], [[clock|clock handling]] and [[frame|frames]].
  
 This tutorial only covers the very basic use of animations in orx. This tutorial only covers the very basic use of animations in orx.
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 As usual, we begin by creating a viewport, getting the main clock and registering our ''​Update''​ function to it and, lastly, by creating our main object.\\ As usual, we begin by creating a viewport, getting the main clock and registering our ''​Update''​ function to it and, lastly, by creating our main object.\\
-Please refer to the [[main_previous#​Basic|previous tutorials]] for more details.+Please refer to the previous tutorials for more details.
  
 Now let's begin by the code, we'll see how to organize the data at the end of this page.\\ Now let's begin by the code, we'll see how to organize the data at the end of this page.\\
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 Texture = soldier.png Texture = soldier.png
 </​code>​ </​code>​
 +
 +<WRAP center round box tip 60%>
 +The optional ''​Graphic''​ property is only used to supply a default frame size for the animation frames. If you don't define this, the first frame from your animation will supply the frame size.
 +</​WRAP>​
  
 Last, we need to define an animation set that will contain the whole graph for our specific object'​s animations.\\ Last, we need to define an animation set that will contain the whole graph for our specific object'​s animations.\\
en/tutorials/anim.txt · Last modified: 2019/03/06 09:52 (13 months ago) (external edit)