Difference between revisions of "Callback: Next animation frame"
(Objects also have a flag to enable random bits) |
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Like all animation callbacks, if the high byte of the result is nonzero, it will be interpreted as a sound effect number, and the corresponding sound effect will be played at the tile. |
Like all animation callbacks, if the high byte of the result is nonzero, it will be interpreted as a sound effect number, and the corresponding sound effect will be played at the tile. |
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[[Category:Callbacks]] |
[[Category:Callbacks]] |
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+ | Note: Every time the animation frame is changed the map tile will be refreshed, even if the selected graphics stay the same. Therefore using the animation frame as a timer should be avoided, and animation triggers should be preferred instead. |
Latest revision as of 13:28, 2 August 2024
Next animation frame (1A/26/141/153/158)
Called in every animation frame, this callback returns the number of the next frame to display. Additionally, it can return these special values:
Value | Meaning |
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FF | stop animation. The current frame stays on screen until the animation is restarted. |
FE | continue with next frame as usual. You can return this for stages where you don't want to do anything special. |
2.5 From TTDPatch 2.5 beta 2, you can ask for random bits in variable 10. To enable this, set bit 3 of property 19 for houses, bit 0 of property 12 for industry tiles, bit 2 of property 13 for stations, or bit 12 of property 10 for objects.
Like all animation callbacks, if the high byte of the result is nonzero, it will be interpreted as a sound effect number, and the corresponding sound effect will be played at the tile.
Note: Every time the animation frame is changed the map tile will be refreshed, even if the selected graphics stay the same. Therefore using the animation frame as a timer should be avoided, and animation triggers should be preferred instead.