I'm trying it create a LightImage that loops continuously and can be turned off and on. It looks like the best I can do is make it ping pong by turning it on and off. I'm using a LightImage because it allows transparent, self illuminated images to be placed on a playfield. Has anyone tried this?
I think I might be able to do this with a single image LightImage and manually swap the textures based on a timer. Does anyone know if you can replace the texture on a LightImage object with the xBAM.SetTexture() method?
I've also thought about creating a separate LightImage and ImageList object for each frame and toggling them on and off in sequence.... but I'm talking about a 15 or 30 frame animation. That's a lot of objects.
Question
SpacePirateScott
I'm trying it create a LightImage that loops continuously and can be turned off and on. It looks like the best I can do is make it ping pong by turning it on and off. I'm using a LightImage because it allows transparent, self illuminated images to be placed on a playfield. Has anyone tried this?
I think I might be able to do this with a single image LightImage and manually swap the textures based on a timer. Does anyone know if you can replace the texture on a LightImage object with the xBAM.SetTexture() method?
I've also thought about creating a separate LightImage and ImageList object for each frame and toggling them on and off in sequence.... but I'm talking about a 15 or 30 frame animation. That's a lot of objects.
Thanks.
Edited by SpacePirateScott6 answers to this question
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