Game Development Reference
In-Depth Information
just deselect player-anim3.png by clicking on it with the Cmd key held down. Either way,
player-anim1.png and player-anim2.png should be selected. Then right-click one of the
selected images and run the Create Keyframes from Selection command once more.
Now those two keyframes are in the wrong order. Select them both, and then run Anima-
tion
Reverse Selected Keyframes (as shown in Figure 12-2 ) to reverse their order.
Running this animation will now have the player close its eye lids and open its eyes
shortly thereafter. For reference, Figure 12-3 shows the approximate result for this sprite
frame animation with a total of five sprite frame keyframes.
Figure 12-3 . Being the model for an entire SpriteBuilder topic can be grueling, tiring work
The first and fifth (last) keyframe should be the image of the player as you know it, with
eyes wide open. The second and fourth keyframe should use the sprite frame with the eyes
half closed. The third (middle) keyframe should use the sprite frame with the player's
eyes fully closed.
Played together, this will make the player blink, and the entire animation runs for just
about half a second.
Now click on the Timeline Duration control, and change the length of the animation to
about 3 seconds. This affects how often the player will blink. If you let the Timeline run
for 10 seconds, the player will blink only every 10 seconds. If you change it down to just
a second, the player will blink very frequently.
Caution After changing the Timeline Duration , verify that none of the sprite
frame keyframes have been cut off. The blinking animation shouldn't run much
longer than half a second. If you change the Timeline Duration to less than half
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