Expand description
How units move on a grid map (game ticket 0440): a unit that can still act steps on the spot, and a moving unit glides from tile to tile along its path, its legs going, turned the way it walks. Every timing is here.
All of it is a look (game ADR-0038): the rules, the camera and the
sounds go by the tile a walk is on, which changes at each tile’s edge.
How fast a walk goes is the look’s too: each skin’s setting
(GridSkin::walk).
Structs§
- Gait
- How a unit between two tiles of its walk looks.
Enums§
- Facing
- Which way a unit is turned. A look only: never a rule.
Constants§
- IDLE_
FRAMES - The frames of a unit stepping on the spot, one per
IDLE_STEP_MS: standing, one foot, standing, the other foot. It starts on the standing frame. - IDLE_
STEP_ MS - How long each frame of a unit stepping on the spot shows, in milliseconds. Tunable.
- STANDING_
FRAME - The walking frame of a unit standing with its feet together.
- WALK_
FRAMES - The frames of a walking unit, one per
WALK_FRAME_S: one foot, standing, the other foot, standing. It starts with a foot forward. - WALK_
FRAME_ S - How long each frame of a walking unit shows, in seconds. Tunable.
Functions§
- facing
- The way a step from
fromtotogoes: left or right if it goes across at all, else up or down. - gait
- The look of a unit that has walked
tilestiles alongpath(its start first) atpacetiles per second, beside the tilestepsputs it on;Noneonce it has arrived (or has nowhere to go): it then stands, facing the camera. - idle_
frame - The frame of a unit stepping on the spot at
clock_mson the screen’s animation clock. Every such unit steps together. - steps
- How many steps of a path of
lentiles a walk has taken once it has gonetilestiles: a step is taken as its tile is reached (at most all of them; none for a negative or NaN distance).