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en:tutorials:animation:anim [2020/08/20 04:57 (5 years ago)] – ↷ Page moved from en:tutorials:anim to en:tutorials:animation:anim sausage | en:tutorials:animation:anim [2020/08/31 05:37 (5 years ago)] (current) – ↷ Links adapted because of a move operation sausage | ||
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===== Summary ===== | ===== Summary ===== | ||
- | See previous basic tutorials for more info about [[object|basic object creation]], [[clock|clock handling]] and [[frame|frames]]. | + | See previous basic tutorials for more info about [[..:objects:object|basic object creation]], [[..:clocks:clock|clock handling]] and [[..:objects: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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First, so as to reduce the amount of text we need to write, we'll use orx's config system inheritance.\\ | First, so as to reduce the amount of text we need to write, we'll use orx's config system inheritance.\\ | ||
We'll begin to define a section for the position of our pivot ((also called '' | We'll begin to define a section for the position of our pivot ((also called '' | ||
- | As you may have seen in the [[object|object tutorial]] config file, the pivot is which position will match the world coordinate of your object in the world space. If it's not specified, the top left corner will be used by default.\\ | + | As you may have seen in the [[..:objects:object|object tutorial]] config file, the pivot is which position will match the world coordinate of your object in the world space. If it's not specified, the top left corner will be used by default.\\ |
The pivot can be defined literally using keywords such as '' | The pivot can be defined literally using keywords such as '' | ||