AnimateJustAFewTimes doc
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@ -750,9 +750,21 @@ namespace SpriteLibrary
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/// Start a new animation. It will complete the animation the number of times you specify.
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/// Start a new animation. It will complete the animation the number of times you specify.
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/// For example, if your sprite is walking, and one animation is one step, specifying 4 here
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/// For example, if your sprite is walking, and one animation is one step, specifying 4 here
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/// will result in your sprite taking 4 steps and then the animation stops. You will want
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/// will result in your sprite taking 4 steps and then the animation stops. You will want
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/// to make sure you are checking for when the animation stops, using the SpriteAnimationComplete event,
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/// to make sure you are checking for when the animation stops, using the <see cref="SpriteAnimationComplete"/> event,
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/// checking the Sprite.AnimationDone flag.
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/// checking the <see cref="Sprite.AnimationDone"/> flag.
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/// </summary>
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/// </summary>
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/// <example>
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/// This code creates a new dragon, puts him on the screen, points him a direction, and tells him to
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/// move. Finally, it tells it to cycle through a few animations.
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/// <code lang="C#">
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/// Sprite NewSprite = MySpriteController.DuplicateSprite("Dragon");
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/// NewSprite.AutomaticallyMoves = true;
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/// NewSprite.SetSpriteDirectionDegrees(90);
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/// NewSprite.PutBaseImageLocation(new Point(startx, starty));
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/// NewSprite.MovementSpeed = speed;
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/// NewSprite.AnimateJustAFewTimes(0,3);
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/// </code>
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/// </example>
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/// <param name="WhichAnimation">The animation index you want to use</param>
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/// <param name="WhichAnimation">The animation index you want to use</param>
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/// <param name="HowManyAnimations">The number of animations to do before it stops</param>
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/// <param name="HowManyAnimations">The number of animations to do before it stops</param>
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/// <param name="AnimationFrameToEndOn">Once the animation has finished, display this animation frame.
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/// <param name="AnimationFrameToEndOn">Once the animation has finished, display this animation frame.
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