Quote:
Originally Posted by cooba
Code:
int frame = obj.objectID * 8 + jjGameTicks;
if (obj.yPos > jjWaterLevel) frame = frame*2 + (int(obj.xPos) + int(obj.yPos) * 256)*16;
else frame = (frame + int(obj.xPos) + int(obj.yPos) * 256)*16;
if (obj.ySpeed == 0) jjDrawSpriteFromCurFrame(obj.xPos, obj.yPos + jjSin(frame)*4, obj.curFrame, obj.direction);
else jjDrawSpriteFromCurFrame(obj.xPos, obj.yPos, obj.curFrame, obj.direction);
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Wow, that's really going above and beyond. Thanks very much.
Quote:
Originally Posted by Violet CLM
For most cases, just calling determineCurAnim should be fine?
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Correction, I want a palette-shifted pickup :P
Quote:
Originally Posted by Violet CLM
urge to simplify rising
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Bah, you didn't even convert those integer multiplications to bitshifts!
Last edited by minmay; Oct 31, 2013 at 10:58 AM.
Reason: yes i know the compiler does it
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