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Anyone using RMOTION?


CyranoJ

Do you use RMOTION from the RAPTOR API libraries?  

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  1. 1. Do you use the RMOTION functionality in RAPTOR?

    • Yes
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    • No
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Tried to see what I could do with rmotion.  Searched the forums for "rmotion".  Searched the latest JagStudio release for files containing "rmotion".  Read the included RMotion.pdf

 

Seems like some stuff I've seen in other dev suites just as an integrated functions and commands.. not separated by different folders and compilation steps. 

 

I could see having a data pointer to an animation script be part of an object that has graphics.  The data statement could be a sequence of animation actions such as "move to x/y, vertical speed +1, reduce animation speed -.5, set sprite palette to n, etc.."   But, I'm not sure how much of this rmotion does.

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i looked at it briefly, but the documentation for is isn't great or maybe it was the examples that weren't?  The invaders example that does use it for animation is a tad confusing, for example the speed:

i have not pursued it as yet, although i would like to possibly use it, maybe a more in depth example would give people inspiration.  i take it the number provided is the number of frames to wait or is that time and not what the comment says?

 

; just do a simple bitmap loop for the player
RMA_player_animation:
    rspeed(9)                ; update every 3 frames
    userdat1(4)             ; put 5-1 -- 4 pictures
    gfx(BMP_PLAYER,WAIT)     ; put first picture and wait next VBL
.lp1:
    gfx(128,UPDATE,WAIT)    ; update picture to the next frame in memory and wait next VBL
    loop(userdat1,.lp1)        ; do this 5 times
jump(RMA_player_animation)    ; and start all this again

; just do a simple bitmap loop used by all bad spaceships
RMA_enemy_animation:
    rspeed(4)                ; update every 3 frames
    userdat1(3)             ; put 4-1 -- 3 pictures
    gfx(BMP_ENEMY,WAIT)     ; put first picture and wait next VBL
.lp2:
    gfx(128,UPDATE,WAIT)    ; update picture to the next frame in memory and wait next VBL
    loop(userdat1,.lp2)        ; do this 5 times
jump(RMA_enemy_animation)    ; and start all this again

;End of file    

 

 

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