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50c30ab790
cutscene "somefile.anm" { delay 10 } // defines somefile.anm with a delay of 10 120Hz tics between frames. a more typical framerate method may come later, but this is how the originals worked. Once defined, they can be played through CON with the new playback command, also called "cutscene". It works like this: definequote 12345 somefile.anm define ANIM_SOMEFILE 12345 ... cutscene ANIM_SOMEFILE // halts game execution and immediately plays cutscene, resuming execution when finished ... Sounds can be played during animations (and tiles can be overlaid, etc) like this: onevent EVENT_CUTSCENE ifcutscene ANIM_SOMEFILE { ifvare RETURN 12 // frame 12 sound FLY_BY rotatesprite ... } endevent The value of the RETURN var at the end of EVENT_CUTSCENE determines the next frame to play. This can be used for looping, etc. Attempting to play animations backwards outright is not advised as animations only seek in one direction (so rewinding requires running it through from frame 0 again). This is will WIP and hasn't been heavily tested at all, so please try it out. git-svn-id: https://svn.eduke32.com/eduke32@4987 1a8010ca-5511-0410-912e-c29ae57300e0 |
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