AMOS TOME Series IV Manual  Index Prev Page Next Page 40

On the bottom row of buttons, you have two controls for the delay between animation frames and the number of times that the animation will repeat. When set to -1 the animation will repeat indefinitely. These two controls are exactly the same as the Delay and Repeats parameters in the Map Anim command.

To the right of these controls is the Place button. Clicking on Place will take you back to the main editor, ready to place the tile anim that you were editing. Simply click on the point in the map where you want the anim to start. If the animations are switched on, then you will see it start immediately, otherwise it will start as soon as you switch the anims on, either with the switch in the Animation Controller, or by pressing the ' key (above Tab).

The co-ordinates you placed the animation at will be stored in that animation's sequence, so that when you save the anim bank, it can be loaded into your program with the anims in position.

The Copy button at the top of the screen is so that you can duplicate an animation Simply click on Copy, o.k the alert box and select another animation. Clicking anywhere in any one of that animation's display boxes (where the tiles are shown) will copy the previously selected animation to it.

Creating the actual animations is very easy. A tile selector is shown at the bottom of the screen. Simply select the tiles you want in your animation sequence, and click them into place in the animation display with the Left mouse button. Clicking in the display with the Right mouse button will delete that frame. If you are using larger tiles, you can use the up/down control on the right of the screen, to scroll through the frames.

When you are designing a moving anim, it is slightly different. Instead of 44 tile boxes, you are given 14 groups of 3 boxes. In each group, you can put a left / right movement, an up / down movement and a tile. The tiles are placed as normal and clicking in either of the other two boxes will bring up a dialog box so that you can set the amount that that frame will jump in that direction.

Once you have designed your animation sequences, you can save them from the Disk menu as either .Abk or .Anm files (.Abk is a lot more practical to use). They can then be loaded into your program. Simply put the following code in at the start of your program.

U=Number of Updates : A=Number of Anims
Load "Myanimbank.Abk",9
Map Anim Bank 9,U,A
Map Anim On

The anims can then be controlled with the normal map anim commands, see the commands Map An Freeze, Map An Unfreeze, Map An Move, =Map An At(), =Map An Point() in the TOME Commands section.