AnimationFrame
Introduction
AnimationFrames represent the state of an IAnimationChainAnimatable. The following properties can be set by an AnimationFrame:
Texture
RelativeX/Y Position
Texture Coordinates
Horizontal/Vertical Flipping
AnimationFrames usually exist inside AnimationChains.
Creating an AnimationFrame
AnimationFrame instances are typically contained in AnimationChains, and are created by loading a .achx file. AnimationFrames can be constructed in code, and can be added to AnimationChains (see below).
Creating an AnimationFrame in Code
Although .achx files are the most common way to create AnimationFrames and AnimationChains, AnimationFrames can also be constructed in code. The following code shows how to construct an AnimationChain and AnimationFrame in code, assign it to an existing Sprite, and update the Sprite to the AnimationChain:
FrameLength
The FrameLength property defines how long an AnimationFrame is displayed. Adding the FrameLengths of all AnimationFrames in an AnimationChain results in the length of the entire animation. FrameLength - like all timing in FlatRedBall - is performed in seconds. Therefore, if an AnimationFrame has a FrameLength of 1, the AnimationFrame will show for 1 second. If you are familiar with working in milliseconds, then simply divide the desired value by 1,000. For example, to set the FrameLength to 600 millseconds, simply divide 600 by 1,000 and set that value to your FrameLength:
Last updated