・Error when used before SPSET.
・The set animation is played automatically.
・Animation is an operation of setting a value and waiting for a specified time.
・The animation starts from the next frame after executing SPANIM.
・Accept up to 32 data for each target element.
・If a negative value is specified for time, linear interpolation is performed from the previous value (moves smoothly).
Sprite number for setting animation: 0 to 4095
Numeric value or string that manages the element to be changed
0 | "XY" | XY Coordinates |
1 | "Z" | Z Coordinate |
2 | "R" | Rotation Angle |
3 | "S" | Magnification XY |
4 | "C" | Display Color |
5 | "V" | Variable (value of sprite internal variable 7) |
6 | "UV" | UV Coordinates (definition source image coordinates) |
7 | "I" | Definition Number |
・If you add "+" to the end of the string or add 8 to the value, it will be the relative value from the animation start point.
・If you add "." to the end of the string or add 16 to the number, the sprite will be deleted when the animation ends.
1D numeric array that stores animation data
Loop count: (1 or more)
・If 0 is specified, an infinite loop is created.
・1, if not specified.
・Anime data is prepared in the following order in the numerical array (up to 32).
・Time1, Item1,[Item2,] Time2,Item1,[Item2,]...
DIM PANIM[6] PANIM[0]=-60 'frame(-60=smooth) PANIM[1]=200 'offset X,Y PANIM[2]=100 PANIM[3]=-30 'frame PANIM[4]=50 'offset PANIM[5]=20 SPSET 0,0 SPANIM 0,"XY",PANIM
・Error when used before SPSET.
Sprite number for setting animation: 0 to 4095
Numeric value or string that manages the element to be changed
0 | "XY" | XY Coordinates |
1 | "Z" | Z Coordinate |
2 | "R" | Rotation Angle |
3 | "S" | Magnification XY |
4 | "C" | Display Color |
5 | "V" | Variable (value of sprite internal variable 7) |
6 | "UV" | UV Coordinates (definition source image coordinates) |
7 | "I" | Definition Number |
・If you add "+" to the end of the string or add 8 to the value, it will be the relative value from the animation start point.
・If you add "." to the end of the string or add 16 to the number, the sprite will be deleted when the animation ends.
・The first label of the DATA command that stores the animation data.
・@Label name is enclosed in "" and specified as a string (or character variable).
Loop count: (1 or more)
・If 0 is specified, an infinite loop is created.
・1, if not specified.
Anime data is prepared in the following order in the DATA command
DATA NumberOfKeyFrames(UpTo32)
DATA Time1,Item1[,Item2]
DATA Time2,Item1[,Item 2]
:
@MOVDATA DATA 2 'counter DATA -60,200,100 'frame,offset DATA -30,50,20 'frame,offset SPSET 0,0 SPANIM 0,"XY",@MOVDATA
・Error when used before SPSET.
Sprite number for setting animation: 0 to 4095
Numeric value or string that manages the element to be changed
0 | "XY" | XY Coordinates |
1 | "Z" | Z Coordinate |
2 | "R" | Rotation Angle |
3 | "S" | Magnification XY |
4 | "C" | Display Color |
5 | "V" | Variable (value of sprite internal variable 7) |
6 | "UV" | UV Coordinates (definition source image coordinates) |
7 | "I" | Definition Number |
・If you add "+" to the end of the string or add 8 to the value, it will be the relative value from the animation start point.
・If you add "." to the end of the string or add 16 to the number, the sprite will be deleted when the animation ends.
・Animation data itself (up to 32 as many as necessary).
Loop count: (1 or more)
・If 0 is specified, an infinite loop is created.
・1, if not specified.
SPSET 0,0 SPANIM 0,"XY",-60,200,100,-30,50,20
・Animation definitions defined with ANIMDEF can be specified.
・Error when used before SPSET.
Sprite number for setting animation: 0 to 4095
Definition number already defined by ANIMDEF command: 0 to 1023
ANIMDEF 0,"XY",-60,100,0 SPSET 0,0 SPANIM 0,0
Sprite number for clearing animation: 0 to 4095
・An error will occur if a number that is not SPSET is specified.
・If not specified, clear all sprite animations.
SPANIM 0 SPANIM