Using instruction blocks to control animations

We have learned that each actor can have several animations that are used to represent the actor's various states within a game. Often, only one animation is required, such as the single animation for the Blinking Statue. However, in many cases, several animations are required, and we need to know how to tell Stencyl which animation should be used at a particular point in the game.

Our monkey actor has eight different animations to represent the states of running, jumping, standing still, and so on, and earlier in this chapter, we added a new single-frame animation called Angel, which will be used to show the player that the monkey actor has died.

Let's see how we can instruct Stencyl to display a different animation for our monkey actor.

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