so I'm here with another question
First some background.
As we are making isometric we need a lot of animation for different direction (8 directions in total). Some soldier animations for instances are moving non-lineary between frames, that is there isn't constant speed of movement. So in a previous engine I was tracking actual animation frame and then move the soldier by the particular value. All our animation are data driven, so for each animation we have a JSON file which described the among other items also the movement distance for the given frame (We do this to avoid feet sliding problem in the walk animation).
edit: I've seen sausage's tutorial http://orx-project.org/wiki/en/orx/tutorials/community/sausage/realistic_walk_movement
and that is one option. But want to hear another opinions.
Now as I see orx isn't using frames in its API. All API I've used so far has some frame support. But I think I could make some wrapper class around the animation and compute the current frame from the time. Is the orxAnim_GetLength() returning the total animation time? When are the animation updated? I'm asking because my movement code need to be executed after the animation update code has been ran. Is there some event which is raised when animation frame changes? Or could I update animation manually from the code? I see there is a function orxAnim_Update() but looking through the tutorial, it isn't called anywhere so I'm assuming it is called somewhere automatically.
Another feature I was using was ping-pong looping (that is when animation is at last frame, it goes back to the first frame and so on) of the anination. I haven't found any option for setting the looping type. I could workaround to duplicate the frames for the ping-pong animation.
Also is there some counter of how many animation loops has been played already?
Also we need some functionality for starting the animation from given frame. That is because if we're playing walk-east animation and the next frame we change the walk animation to turn-nort-east animation and we need to start this animation from the exactly same frame so the animations doesn't look weird. I think using orxAnimPointer_SetTime() I could achieve this?
I've searched the forum and found some interesting topics https://forum.orx-project.org/discussion/6604
. Both are more than a year old so I'm curious if something has changed.