CALL ANIMSTEP
Contents |
Effect
Manually cycles through a stopped animation sequence.
It can be a sequence defined
- with CALL ANIMDEF and associated with a character or a sprite by using CALL ANIMCHAR or CALL ANIMSPRITE
- or by animation items created with CALL ANIMITEMPAT (only for sprites) or CALL ANIMITEMPTR (characters and sprites)
Syntaxes
- CALL ANIMSTEP(<AnimNumber>)
- CALL ANIMSTEP(<AnimSize>,<AnimValues>)
Parameters
<AnimNumber> is a number that must be at least equal to 0 and lower than the maximum of memory buffers defined by CALL MAXANIMSPRS for sprite or character animations.
<AnimSize> is a number between 1 and 15 to specify the number of animation items.
<AnimValues> is an array containing item numbers corresponding to animation items forming the sequence.
Examples
_ANIMSTEP(1)
DIM A%(2): A%(0)=0: A%(1)=1: A%(2)=2: _ANIMSTEP(3,A%)
Related to
CALL ANIMCHAR, CALL ANIMDEF, CALL ANIMITEMPAT, CALL ANIMITEMPTR, CALL ANIMSPRITE, CALL ANIMSTOP, CALL ANIMSTART, CALL MAXANIMSPRS
