Skip to content

AnimHigh

The last frame of the projectile's looping flight animation.

Specification
Applies to
BulletType
File
art.ini
Section
[<Image ID>]Image ID: Image= value; no section when omitted
Value
integer
When omitted
0

The projectile’s shape steps forward one frame at a time and returns to AnimLow once it passes this one. The pair fixes the loop and AnimRate fixes how fast it runs.

The animation runs at all only while one of the two frame numbers is other than 0. With both left at 0 the shape is picked from the projectile’s heading instead, which is what Rotates controls; with either set, the animation frame is drawn and the heading is never consulted.

A new projectile always starts on frame 0 rather than on AnimLow, so its first pass runs from the beginning of the artwork and only later passes are confined to the loop.

art.ini
[MYFLAREART] ; the Image ID that the projectile's Image assignment names
AnimPalette=yes
AnimLow=0
AnimHigh=5 ; six frames, restarting at the first
AnimRate=1

The figure is stored in a single byte, so 256 stores as zero and anything above 255 wraps around.

The setting is read from the art section named by the projectile’s Image. That assignment is required. Without it the lookup runs against an empty section name, so nothing here is read — not even from an art section named after the projectile, which is where its Voxel setting is still found.

See alsoAnimLow, AnimRate, Rotates, Image