@John - Well I really don’t know what it is I just wanted to do smooth sprite animations and figured out a most certainly wrong way to do it.
I really wanted to make a full game but the lack of audio file sound support made me drop the project. It’s still an issue for me but I plan on working on it again using the Codea runtime.
@Badge - Well I have a character class that calls the different animations of its body parts (shadow, left and right foot, body, head, eyes, left and right arm, weapon) based on what its doing (here you can only see “idle” and “move”)
The “body parts” are made using a “model” class.
This class has quite a lot of stuff in it, such as original position and rotation, delta position and rotation (for looping animation), the actual animations, special animations frequency (sword strike, shield, eye blink, cough, twinkle on weapons, etc…).
When i create a foot for example, i only specify it’s type (so the class knows where to position it), it’s image source, and its animation type.
Let’s say I move the stick, I call toon:setMove() and the character class then sets its different body parts to “move animation”. When I stop, I call toon:setIdle() it sets the body parts to “idle animation”…
The animations I use are made using basic sin/cos functions, and animation updates are framerate independant.
I start losing the 60 fps cap with 20 toons on screen, but i haven’t really optimized it.
But then again the game I wanted has 12 creatures on screen at max, so I’m fine.
Cheers,
Xavier