1 |
I've complained about this before. It's one of the obvious flaws in terms of animations ZK and other spring games have.
|
1 |
I've complained about this before. It's one of the obvious flaws in terms of animations ZK and other spring games have.
|
2 |
\n
|
2 |
\n
|
3 |
The
walk
scripts
should
not
only
more
accurately
reflect
the
units'
movement
speeds,
but
it
should
also
be
flexible
to
change
according
to
the
each
unit's
speed
%,
doing
this
can
be
easier
than
it
seems:
|
3 |
The
walk
scripts
should
not
only
more
accurately
reflect
the
units'
movement
speeds,
but
they
should
also
be
flexible
to
change
according
to
the
each
unit's
speed
%.
Doing
this
can
be
easier
than
it
seems:
|
4 |
\n
|
4 |
\n
|
5 |
replace
|
5 |
replace
|
6 |
\n
|
6 |
\n
|
7 |
if (moving) {
|
7 |
if (moving) {
|
8 |
[ turn pieces to pose1 with speeds x,y,z]
|
8 |
[ turn pieces to pose1 with speeds x,y,z]
|
9 |
wait-for-turn
|
9 |
wait-for-turn
|
10 |
[ turn pieces to pose2 with speeds x,y,z]
|
10 |
[ turn pieces to pose2 with speeds x,y,z]
|
11 |
wait-for-turn
|
11 |
wait-for-turn
|
12 |
..
|
12 |
..
|
13 |
}
|
13 |
}
|
14 |
\n
|
14 |
\n
|
15 |
\n
|
15 |
\n
|
16 |
with
|
16 |
with
|
17 |
\n
|
17 |
\n
|
18 |
if (moving) {
|
18 |
if (moving) {
|
19 |
[ turn pieces to pose1 with speeds x,y,z * speedup_factor]
|
19 |
[ turn pieces to pose1 with speeds x,y,z * speedup_factor]
|
20 |
wait-for-turn
|
20 |
wait-for-turn
|
21 |
[ turn pieces to pose2 with speeds x,y,z * speedup_factor]
|
21 |
[ turn pieces to pose2 with speeds x,y,z * speedup_factor]
|
22 |
wait-for-turn
|
22 |
wait-for-turn
|
23 |
..
|
23 |
..
|
24 |
}
|
24 |
}
|
25 |
\n
|
25 |
\n
|
26 |
\n
|
26 |
\n
|
27 |
\n
|
27 |
\n
|
28 |
and have speedup_factor recalculated a few times per second.
|
28 |
and have speedup_factor recalculated a few times per second.
|