for animation objects ,there are some commands for changing animation frames
_FS,start_time,start_frame_index,end_frame_index,is_reset_current_frame_index(T/F)
So,a animation object can be token as a whole sprite and not neccessary to create more animation object for difference action:
So use "_FS" we can do this:
_FS,start_time,start_frame_index,end_frame_index,is_reset_current_frame_index(T/F)
Animation,Background,Centre,"SB\Player\momo.png",320,240,13,120,LoopForever
_FS,1000,10,12,T //Set frame displaying from index 10 index 12 in start_time=1000 and reset current frame index
So,a animation object can be token as a whole sprite and not neccessary to create more animation object for difference action:
Animation,Background,Centre,"SB\Player\momo_stand.png",320,240,5,120,LoopForever
_F,0,0,1000,1
_F,0,1000,,0
Animation,Background,Centre,"SB\Player\momo_move_start.png",320,240,5,120,LoopOnce
_F,0,1000,1600,1
_MX,0,1000,1600,320,350
_F,0,1600,,0
Animation,Background,Centre,"SB\Player\momo_move_loop.png",320,240,5,120,LoopForever
_F,0,1600,3000,1
_MX,0,1600,3000,350,400
_F,0,3000,,0
Animation,Background,Centre,"SB\Player\momo_move_end.png",320,240,5,120,LoopOnce
_F,0,3000,3600,1
_MX,0,3000,3600,400,330
_F,0,3600,,0
So use "_FS" we can do this:
Animation,Background,Centre,"SB\Player\momo.png",320,240,20,120,LoopForever //Load 20 frames
_F,0,0,3600,1
_FS,0,0,4,1,T //Set stand loop
_FS,1000,5,9,1,T //move start
_MX,0,1000,1600,320,350
_FS,1600,10,14,1,T//move loop
_MX,0,1600,3000,350,400
_FS,3000,15,19,1,T//move end
_MX,0,3000,3600,400,300