Animations

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Walk

The walking frames for 2 steps are:

2xPlayer step2.png, 2xPlayer step1.png, 3xPlayer step2.png, 2xPlayer step3.png, 2xPlayer step2.png

The position (0 start, 2 final of the second step):

  • 0.0 Player step2.png
  • 0.2 Player step2.png
  • 0.4 Player step1.png
  • 0.6 Player step1.png
  • 0.8 Player step2.png
  • 1.0 Player step2.png
  • 1.2 Player step2.png
  • 1.4 Player step3.png
  • 1.6 Player step3.png
  • 1.8 Player step2.png
  • 2.0 Player step2.png

Grass

The grass frames for 2 steps are:

The position (0 start, 2 final of the second step):

  • 0.0 Player step2.png + Tile empty.png (WalkBottom) + Tile empty.png (WalkBehind)
  • 0.2 Player step2.png + Grass tile3.png (WalkBottom) + Tile empty.png (WalkBehind)
  • 0.4 Player step1.png + Grass tile3.png (WalkBottom) + Tile empty.png (WalkBehind)
  • 0.6 Player step1.png + Grass tile2.png (WalkBehind) + Grass tile4.png (WalkBehind)
  • 0.8 Player step2.png + Grass tile2.png (WalkBehind) + Grass tile4.png (WalkBehind)
  • 1.0 Player step2.png + Grass tile2.png (WalkBehind) + Grass tile4.png (WalkBehind)
  • 1.2 Player step2.png + Grass tile2.png (WalkBehind) + Grass tile5.png (WalkBehind)
  • 1.4 Player step3.png + Grass tile2.png (WalkBehind) + Grass tile5.png (WalkBehind)
  • 1.6 Player step3.png + Grass tile2.png (WalkBehind) + Grass tile6.png (WalkBehind)
  • 1.8 Player step2.png + Grass tile2.png (WalkBottom) + Grass tile6.png (WalkBehind)
  • 2.0 Player step2.png + Tile empty.png (WalkBottom) + Tile empty.png (WalkBehind)

Software timer

Timer into kernel
Timer into sotware

The timer is greatly better, ever more to tile what need change at sasme time:

  • Prevent interrupt flood, better power management
  • Prevent have more than hardware limit of timer programmed
  • For all tile change at same time
  • Prevent receive too many epoll event, and multiple very similar kernel code execution
  • Improve greatly the context switch and allow transparent compiler optimisation

Water-multiple-tile-animation.gif