Right now we have only LoopOnce and LoopForever, but there may be some cases in which having a preset number of loops may be really useful.
So me and p3n came up with two different ideas:
I know loopn and loopuntilx sound bad.
So me and p3n came up with two different ideas:
So basically:Chat wrote:
22:07 <Card_N'FoRcE> : feature requests for "loopn" where n = number
22:08 <Card_N'FoRcE> : let's make one, gogogo
22:08 <p3n> : better: "loopuntil" timestamp - with keeping the last frame of the animation afterwards as a static sprite
22:09 <Card_N'FoRcE> : that's a problem with the frames interval though
22:09 <Card_N'FoRcE> : if the frames sum up to 100 and you set "until 1500", what should it do?
22:09 <Card_N'FoRcE> : *1000
22:10 <Card_N'FoRcE> : stop at the frame it's displaying, maybe
22:10 <p3n> : well it loops through the 100 frames with an interval of n ms between frames and stops the loop at time x with the actual frame at that time
22:10 <p3n> : thus leaving that frame as a single sprite at this point
22:10 <Card_N'FoRcE> : yeah that actually makes a lot of sense
- a "loopn" where you replace n with the number of times you want the loop to occur. Once the loop ends it should display the last frame if other storyboard functions are using more time (kinda like LoopOnce does).
- a "loopuntilx" where x should be the amount of time the loop should last. If the loop is not completed when the time elapsed, the loop should stop at the frame it was displaying.