Animation gap#625
Open
Hades948 wants to merge 3 commits into
Open
Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Implements part of a fix to #432 by allowing a gap/stride to be specified when creating an AnimatedTile. This gap is used in the shader to determine the index of the tile to use. For example, some AnimatedTile { start: 5, end: 13, gap: 2 } would represent an animation using indices 5, 7, 9, 11, and 13. This allows for more flexibility in the types of tileset animations that we can support.
The added example demonstrates how one might use this feature to add animated tiles that are larger than just one tile. Another benefit is animated terrains where, for example, the water level might change as part of an animation but the tileset creator has (reasonably) chosen to group the terrain by animation stage rather than each tile back-to-back.