FxAnimatedSpriteDatablock2D - What's it used for?
by Gregory Stewart · in Torque Game Builder · 08/16/2005 (6:54 pm) · 3 replies
According to the T2D docs, every object has an associated datablock. I just successfully created an animated sprite using only:
Datablocks
--------------
fxImageMapDatablock2D
fxAnimationDatablock2D
Objects
----------
fxAnimatedSprite2D
If I am not mistaken, fxAnimatedSpriteDatablock2D should be used with every fxAnimatedSprite2D as its datablock. However, I find that my code runs just fine without using a fxAnimatedSpriteDatablock2D. So, I'm curious, what's the point of fxAnimatedSpriteDatablock2D? Can someone please explain why/when you need to use this and what it does? And possible a quick rundown of how to use it?
Also, the "T2D Informal Technical Overview" doc mentions fxAnimationController2D, but it is not listed anywhere in the "T2D Reference" doc. Is there simply no documentation for it, or is it not yet useable (i see that it is listed in the source code.. I haven't researched it much on the source level yet, however)? Has anyone used one yet? A quick overview of it would be appreciated.
Thanks,
Greg
Datablocks
--------------
fxImageMapDatablock2D
fxAnimationDatablock2D
Objects
----------
fxAnimatedSprite2D
If I am not mistaken, fxAnimatedSpriteDatablock2D should be used with every fxAnimatedSprite2D as its datablock. However, I find that my code runs just fine without using a fxAnimatedSpriteDatablock2D. So, I'm curious, what's the point of fxAnimatedSpriteDatablock2D? Can someone please explain why/when you need to use this and what it does? And possible a quick rundown of how to use it?
Also, the "T2D Informal Technical Overview" doc mentions fxAnimationController2D, but it is not listed anywhere in the "T2D Reference" doc. Is there simply no documentation for it, or is it not yet useable (i see that it is listed in the source code.. I haven't researched it much on the source level yet, however)? Has anyone used one yet? A quick overview of it would be appreciated.
Thanks,
Greg
#2
There's a shorthand way of using fxAnimatedSpriteDatablock2D's to switch out the playing animation, but it's no more powerful than not using those.
08/16/2005 (7:40 pm)
The short answer is you don't need it... as you've found.There's a shorthand way of using fxAnimatedSpriteDatablock2D's to switch out the playing animation, but it's no more powerful than not using those.
#3
Jason: Thank you! This is what I assumed! If anyone cares to share a detailed explanation, I'd love to hear it.
Anybody have any comments on fxAnimationController2D?
Thanks for all your help guys.
- Greg
08/16/2005 (8:35 pm)
Joseph: Yeah, I tried that thread earlier. I think there is a little confusion in that thread about what the people are talking about, because they say one thing and then their code actually says something different (as far as which datablock to use). Anyways, it was still an interesting read.Jason: Thank you! This is what I assumed! If anyone cares to share a detailed explanation, I'd love to hear it.
Anybody have any comments on fxAnimationController2D?
Thanks for all your help guys.
- Greg
Associate Joseph Euan
Sorry if it dosen't :(