Ember

Step

Feb 13th, 2012
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0
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  1. //Update position
  2. PrevTime = Time;
  3. GetBonePosition(bone);
  4. xGet = GetX();
  5. yGet = GetY();
  6. zGet = GetZ();
  7. xDelta = xGet-xPrev;
  8. yDelta = yGet-yPrev;
  9. zDelta = zGet-zPrev;
  10. xPrev = xGet;
  11. yPrev = yGet;
  12. zPrev = zGet;
  13. Time = GetAnimationStateTimePosition(Ani[AniBase])
  14. //--//
  15. if (Time > PrevTime) TranslateSceneNode(NodeID,xDelta,yDelta,zDelta,TS_LOCAL);
  16. //    TranslateSceneNode(NodeID,xGet,yGet,zGet,TS_LOCAL);
  17.  
  18. //--//
  19. if keyboard_check_pressed(vk_up)
  20. {
  21.     SetBaseAnimation(AniRun, 1);
  22.     Rest = 5+random(5);
  23.     //State = Moving;
  24. }
  25. //--//
  26. if keyboard_check_released(vk_up)
  27. {
  28.     SetBaseAnimation(AniIdle, 1);
  29.     //State = Idle;
  30. }
  31. //--//
  32. switch(AniBase)
  33. {
  34.     //Idle Animation
  35.     case AniIdle:
  36.     if Rest > DeltaTime {Rest -= DeltaTime;} else
  37.     {
  38.         Rest = 0;
  39.         SetBaseAnimation(AniIdleToRest, 1, 1);
  40.     }
  41.     break;
  42.     //IdleToRest Animation
  43.     case AniIdleToRest:
  44.     if (GetAnimationStateTimePosition(Ani[AniBase]) = GetAnimationStateLength(Ani[AniBase]))
  45.     {
  46.         SetBaseAnimation(AniRest, 1, 1);
  47.     }
  48.     break;
  49. }
  50.  
  51. //Animation
  52. AddAnimationStateTime(Ani[AniBase], DeltaTime);
  53. //--//
  54. FadeAnimations();
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