Is there a better way to load in a big animation?
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13-09-2019 - |
Question
Maybe not really big, but a hundred frames or something. Is the only way to load it in by making an array and loading each image individually?
load_image() is a function I made which loads the images and converts their BPP.
expl[0] = load_image( "explode1.gif" );
expl[1] = load_image( "explode2.gif" );
expl[2] = load_image( "explode3.gif" );
expl[3] = load_image( "explode4.gif" );
...
expl[99] = load_image( "explode100.gif" );
Seems like their should be a better way.. at least I hope.
Solution
A common technique is spritesheets, in which a single, large image is divided into a grid of cells, with each cell containing one frame of an animation. Often, all animation frames for any game entity are placed on a single, sometimes huge, sprite sheet.
OTHER TIPS
maybe simplify your loading with a utility function that builds a filename for each iteration of a loop:
LoadAnimation(char* isFileBase, int numFrames)
{
char szFileName[255];
for(int i = 0; i < numFrames; i++)
{
// append the frame number and .gif to the file base to get the filename
sprintf(szFileName, "%s%d.gif", isFileBase, i);
expl[i] = load_image(szFileName);
}
}
Instead of loading as a grid, stack all the frames in one vertical strip (same image). Then you only need to know how many rows per frame and you can set a pointer to the frame row offset. You end up still having contiguous scan lines that can be displayed directly or trivially chewed off into separate images.