# animation algorithm

• 03-07-2002
jdinger
animation algorithm
I've got an algorithm that cycles through a tileset of a Mech
walking. It uses 3 variables: TimeCounter, AnimFrame, Footing.
TimeCounter is just an incrimental counter used for delay.
AnimFrame represents where in the tileset to get the source image.
Footing represents which step (ie: 0 = left foot first, 1 = right)

Code:

```long TimeCounter, AnimFrame, Footing; //in the main game loop TimeCounter++; if(TimeCounter==150000) {     if(AnimFrame==0) //center point, legs even     {         if(Footing==0)         {             AnimFrame=1;         }         else         {           AnimFrame=5;         }     }     else if(AnimFrame>=1 && AnimFrame<=3)     {         if(Footing==0)         {           AnimFrame++;         }         else         {           AnimFrame--;         }     }     else if(AnimFrame==4)     {       Footing=1;       AnimFrame=3;     }     else if(AnimFrame==5)     {       if(Footing==0)       {         AnimFrame=0;       }       else       {         AnimFrame=6;       }     }     else if(AnimFrame>=6 && AnimFrame <=7)     {         if(Footing==0)         {           AnimFrame--;         }         else         {           AnimFrame++;         }     }     else if(AnimFrame==8)     {         Footing=0;         AnimFrame=7;       }     TimeCounter=0; }```
This works fine for me, but I was wondering what any of you
guys thought. Any suggestions on how to optimize it?

I've attached the sprite tileset I used in testing it. Forgive the
artwork, it's pre-Alpha stage of a game I'm working on so it's not very detailed (ie: just basic textures, etc.).

By the way, to give you an idea of the speed of C++ vs. VB (and
I'm sure I'm not telling you somethin you don't already know),
this is an algorithm I had written in VB and the TimeCounter
check value was 30 there (here I had to set it to 150000,
because it would run TOO FAST otherwise)! Man, I love C++!!!
• 03-07-2002
jdinger
I don't see a link to the file I attached
I don't see a link to the file I attached.

trying again....