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    Interface IAnimationFrame

    An animation frame (an animation is composed from a list of frames, which change all the time to make the object looks like it's animated).

    Namespace: AGS.API
    Assembly: AGS.API.dll
    Syntax
    public interface IAnimationFrame

    Properties

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    Delay

    An animation frame has 2 modes of delays (how much time to wait before moving on to the next frame). It's either a specific delay or a random delay with an allowed range. A random delay with an allowed range is useful for simulating talking, for example, when the mouth is moving in random speeds, giving the illusion of actual talking, instead of repeating animation that breaks the illusion fast. Anyways, the delay is added on top of the animation's overall delay (see cref="IAnimationConfiguration"/>) and measure in game ticks. So let's say we have an overall animation speed configured to be 5 (the default), and we have this frame delay configured to be also 5 (the default is 0) and the game is running with 60 FPS (frames per second- also the default), then the total delay for this frame will be 10 ticks, so it will run for 1/6 of a second.

    When setting the delay here, this means you want a deterministic delay (not randomly generated each time), and then you can also query the delay here. If you set the MinDelay and MaxDelay of a frame it means you want a random delay for the frame, so querying the delay here will give you a random value which will not be the actual current delay of the frame.

    Declaration
    int Delay { get; set; }
    Property Value
    Type Description
    System.Int32

    The delay.

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    MaxDelay

    Gets or sets the maximum delay for generating random frame delays. Both MinDelay and MaxDelay should be set for a random frame delay. If MinDelay is 5 and MaxDelay is 10, then each time this frame runs it will delay an extra 5-10 ticks before switching to the next frame. Delay MinDelay

    Declaration
    int MaxDelay { get; set; }
    Property Value
    Type Description
    System.Int32

    The maximum delay.

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    MinDelay

    Gets or sets the minimum delay for generating random frame delays. Both MinDelay and MaxDelay should be set for a random frame delay. If MinDelay is 5 and MaxDelay is 10, then each time this frame runs it will delay an extra 5-10 ticks before switching to the next frame. Delay MaxDelay

    Declaration
    int MinDelay { get; set; }
    Property Value
    Type Description
    System.Int32

    The minimum delay.

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    SoundEmitter

    Gets or sets the sound emitter from this frame. If a sound emitter is attached to this frame and also has an attached audio clip, the audio clip will play when the frame is showing. You don't have to call this yourself, the sound emitter itself has convenience methods for assigning itself to several animations at once.

    Declaration
    ISoundEmitter SoundEmitter { get; set; }
    Property Value
    Type Description
    ISoundEmitter

    The sound emitter.

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    Sprite

    Gets or sets the sprite that is shown for this frame.

    Declaration
    ISprite Sprite { get; set; }
    Property Value
    Type Description
    ISprite

    The sprite.

    Methods

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    Clone()

    Clones the animation frame (performs a deep clone, so the new frame will be completely detached from the old frame).

    Declaration
    IAnimationFrame Clone()
    Returns
    Type Description
    IAnimationFrame

    The new cloned frame.

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