I made a very silly game with Director on Mac OS 8 on about 1996 as something to keep my two very young children entertained in Jeddha, in Saudi Arabia [and, if you've ever been to Saudi Arabia you'll realise that my software didn't have to be anything very special to exceed any of the other forms of "entertainment" on offer, except, possibly, the public beheadings on Friday mornings].

I don't, frankly, see a need to imitate Director, in its underpinnings at least.

You will see, if you look at my 'ANIMATION 6' stack, that it should be quite possible to arrive at the same sort of effect without having to be either very clever, or very obscure and non-xTalk-like
in one's programming style.

http://forums.livecode.com/viewtopic.php?f=10&t=27089\

Richmond.



On 22.04.2016 16:59, Earthednet-wp wrote:
Richmond,
According to the Director model, a moving object would be a "Sprite". The Sprite could cycle through images 
to show character movement at a specific location. That would be a good analogy for your method of cycling background 
images. When the Sprite needs to move as it cycles through its background images, then that's where Director would use 
the "score" metaphor. Each "frame" would define the sprites and their locations, which are put on 
the "stage" by dragging and dropping.

I think the whole thing could be defined in an array, very nicely. Like
Score[frameNum][spriteName][itsProperties]
ItsProperties would define locations, object references, etc.
The frames would be stepped through on a timer that defined the frame rate. The 
engine might be fast enough for relatively simple animations.

There would also have to be an IDE for setting up the animation on the "stage", 
which would result in the score array.

That's what I'm thinking, anyway.
Best,
Bill

William Prothero
http://es.earthednet.org

On Apr 21, 2016, at 10:53 PM, RM <richmondmathew...@gmail.com> wrote:

Personally I like the graphic object with its backGroundPattern set to a series 
of images
the best.

The "HyperCard" method of flipping through tons of cards is resource hungry
and could grind to a halt on slower processors.

I wonder whether a graphic object couldn't be set up as a sort of sprite where 
it has its own code about how its
backGroundPattern changes, so that that doesn't have to be programmed into the 
button or what-have-you that
moves the graphic object; something like this:

(pseudocode)

on moveControl
   *flip through a sequence of images*
end moveControl

The only problem as far as I can see it is that that code will probably not 
'fire' when a graphic object
is moved programmatically, only by an end user.

Richmond.

On 22.04.2016 00:50, William Prothero wrote:
Richmond:
What’s interesting is that they all look good on my Mac, ElCapitan and LC 8 
RC1. I also like the image flipping method rather than the animated gif one. 
I’m considering making an animation system, for my purposes, that is kind of 
like a Director “score” where a property list holds “frames” and “sprites” can 
be moved, images changed, etc.

Thanks for the examples. Now all we need is a physics engine and we’re set.

Best,
Bill

On Apr 21, 2016, at 11:02 AM, RM <richmondmathew...@gmail.com> wrote:

I have now uploaded 4 stacks that effectively produce the same animation using
4 different techniques.

Go and have some fun!

Love, Richmond.

On 21.04.2016 13:12, RM wrote:
I'm starting a sequence of stacks showing different ways of producing animation.

My first stack is here:

http://forums.livecode.com/viewtopic.php?f=10&t=27089

It uses a graphic object that is continually having its backGroundPattern 
changed.

Richmond.
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