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)
This works fine for me, but I was wondering what any of youCode: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; }
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++!!!



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