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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 after it passes this frame. The two keys set the loop, and AnimRate sets how fast it runs.

The animation runs only while at least one of the two frame numbers is not 0. With both at 0, the shape is chosen from the projectile’s heading instead, which is what Rotates controls. With either set, the animation frame is drawn and the heading is ignored.

A new projectile always starts on frame 0, not on AnimLow. Its first pass runs from the beginning of the artwork, and only later passes stay inside 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 value is stored in a single byte, so 256 is stored as 0 and anything above 255 wraps around. At 255 the frame counter wraps back to 0 before it can pass this frame, so the animation runs through every frame number from 0 and never returns to AnimLow.

The setting is read from the art section named by the projectile’s Image. Write Image= in the projectile’s rules section even when it would name the section itself. Without it, this setting is not read, not even from an art section named after the projectile, as where a projectile’s artwork is read from explains.

See also — AnimLow, AnimRate, Rotates, Image