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Manyland spriting
Manyland spriting










Sets the acceleration of upwards velocity, e.g. Mirrors the cell vertically. A second commanded flip reverts the flip. A second commanded flip reverts the flip. The player can press P during creation and the current coordinates of the cursor will be displayed The origin is at the centre of the cell (14.5, 14.5). Lights the background with the specified colour. Rotates the specified cell(s) by degrees. 0 is transparent, 1 is fully opaque, 0.5 is half. Gives the specified cells some transparency. Makes the specified cell(s) move right a specified amount Makes the specified cell(s) move left a specified amount Makes the specified cell(s) move down a specified amount Makes the specified cell(s) move up a specified amount "cell show" - shows only cell 1 of the dynamic "cells show" - shows all cells in the dynamic There is also a coding help board in-game for Dynamics and Interactings. These tables can also be found on the Dynamic help page. A Command overview is available below, listing all possible commands and their information. Multiple commands per second are separated by a comma (,), and you can add several commands referencing the same mentioned cell by omitting the cell name on successive commands in that line (you can also optionally specify the same cell before any command).

manyland spriting

Dynamics have a number of available commands, which when specified to a cell, will change the behavior of said cell according to which command you set and its value specified after the command (some commands may not specify a value).

manyland spriting

You specify all of the cells at once with the "cells" command.

#MANYLAND SPRITING CODE#

  • The Dynamic is divided into a total of 9 cells (the same cell number present in Bodies), and each numbered cell will follow the commands followed after it (with the exception of unused cell numbers, such as an 8-cell Dynamic with code prompting changes to cell 9, which results in nothing happening for that cell).
  • These numbers can optionally be followed by "s" (i.e. The normal time limit of Dynamics are of 15 seconds (with the exception of Dynamics placed in Holders, which have no time limit). Numbers divided with a period (.) represent a timeframe between a second in which the command is commenced, and numbers divided with a hyphen (-) represent a timeframe in which the command is stretched and performed between seconds to seconds (a command telling a hidden cell to show between 0 and 5 seconds will make it slowly appear from the beginning of 0 seconds until it fully appears at 5 seconds). Those represent the number in seconds of which the code tells the object to perform a certain task, where it does so when it reaches the told amount of seconds after the Dynamic first started.
  • The numbers which are present at the start of each line of code.
  • On this example alone we can observe some of the basic commands and properties in Dynamic code, these being: These commands allow the object to spin, (dis)appear, float, along with other sorts of properties.ġ.5: CELL 1 OPACITY. Animating Dynamics consist of a basic programming language, much like coding Interactings, where you can program the Dynamic to do certain commands.










    Manyland spriting