Hi Jonathan,
there is unfortunatley no property, which determines the end of a filmloop.
But you can help yourself with a workaround like this:
for that you must know the length of your spriteAnimation before you created
a filmloop out of it. (e.g. 42 frames)
--------------------------------------
property pAniAktive, pFramecounter
on beginSprite me
me.init()
end
on init me
pAniAktive = FALSE
originalSprite=member"orginal"
sprite(me.spriteNum).member=origianalSprite
end
on exitFrame
if sprite 2 intersects sprite(me.spritenum) then
pAniAktiv = TRUE
else
me.init()
end if
if pAniAktiv then
pFrameCounter = pFrameCounter + 1
case pFramecounter of
1: sprite(me.spriteNum).member = member "loop"
42: me.init()
end case
end if
end
Be sure that you don't use a 'updateStage' somewhere else. It will force
the Filmloop next frame whereas your framecounter will not get this step and
therefore no more synchronisation!
Hope it helps
Yoshi Keller
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