You then start the animation going again. Immediately after setting it to 60 you're checking if that same alarm is equal to 60, which it is since you just set to that. You're then setting alarm number 0 to the number 60. You're checking if the image is at frame 0. Might not be necessary, but try it if your animation doesn't seem to advance past frame 0.ĮDIT : Actually, looking at it again quickly your alarm itself is likely going to be an issue. Otherwise it may fall into a loop where you just sit at frame 0 all the time. You might also want to set your image_index to the next frame (frame 1) when your alarm ends in addition to setting the image_speed. Image_index is which frame the objects sprite is currently at. Like if you wanted to switch your player from "spr_idle" to "spr_walking" or whatever. Sprite_index is for changing which sprite an object is using.
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