On 06/01/16 03:45, William Prothero wrote:
Thanks, Richmond and Mike:
So…. the frame rate of the animated gif is set when the gif is made? And, the
movement of the gif is controlled by the movespeed command. Obviously, these
two speeds would need to be coordinated, or the tiger might look like its
slipping on wet grass, pawing the ground. I wonder if there are any gotchas if
the gif animation could get out of whack with the movespeed control of the
figure across the screen.
I did mess about with the moveSpeed, and finally settled on 50, as it
did look a bit odd at 200.
Richmond.
Nice animation, and you both are amazing!
Bill
On Jan 5, 2016, at 1:01 PM, Mike Bonner <bonnm...@gmail.com> wrote:
Alternatively, if you want more control of the animation, you could use a
game loop, and move the tigers around (set the loc... ) as well as manually
choosing which frame to show when using "currentFrame"
On Tue, Jan 5, 2016 at 1:59 PM, Mike Bonner <bonnm...@gmail.com> wrote:
use "lock moves" before your moves, and add "without waiting" at the end
of each move command.
Unlock moves after you have all moves queued.
Also, rather than mess with setting the move speed a second time, just set
the loc of the images to where you want. Or even better, since they walk
off screen entirely, there is no reason to set them to invis, and since you
use "move" to tell them where to move from and to, you don't even need to
set the loc of them.
This is sufficient to the task.
on mouseup
set the moveSpeed to 50
lock moves
move img "Tiger" from -59, 240 to 698, 240 without waiting
move img "TigerBack" from 698, 160 to -59, 160 without waiting
unlock moves
end mouseup
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