To make sprites which are animated and can change behavior animations as
they move about, I imported animated GIFs into a stack and then used buttons
as the sprites, changing the icon to the appropriate image based on behavior
and movement. However, I can't get the animation to keep looping while a
button is being moved with the move command. This seemed to be true for
Revolution 1.0 and 1.1. Is there some trick to it that I'm missing, or do
buttons lack this ability?
Then I tried moving one of the images themselves, and found that the images
can move and animate at the same time. However, as far as I know that would
mean having to store all the animations externally (which wouldn't be as
good for distribution, and would also slow things down a bit when the
animation is changed?) or set the imageData of the sprite image to one of
the stock images (which I still haven't tried with 1.1, but if it does work,
I think it would also use more memory, and I want to have a number of
sprites on the card, so it could add up.)
So, what's the best solution for animating moving objects? Should I switch
to images for the sprites and use the imageData, or stick with the buttons
and do a workaround, or is there something basic that I've been overlooking?
Thanks a bunch,
Curry Kenworthy
[EMAIL PROTECTED]