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Thread: Help with Changing images based on the level

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    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

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    Help with Changing images based on the level

    So I want an efficient way to change the images of various Actives based on whatever level is current.

    How would I do this whether it's 2 levels or 200?

    Thanks

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
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    Method one
    Animation frames

    Pros:
    - Best option for single frame animations

    Cons:
    - Only useable with single frame animationsPreparation:Use only one animation and add the different level frames to the animation.

    Events:
    Start of frame: Force animation frame

    If all levels have unique graphics, you can use a calculation to set the animation frame, else you need to set up events to select which animation frame to force the active object to display.


    Method two
    Animations

    Pros:
    - Good for multi-frame animations
    - Need only one event

    Cons:
    - Takes longer time to set up
    - Takes up much memory when there are many levels
    - Might need several eventsPreparation:
    Create a new animation for each level

    Events:
    Start of frame: Set animation

    If all levels have unique graphics, you can use a calculation to set the animation, else you need to set up events to select which animation for the active object to play


    Method three
    Qualifiers

    Pros:
    - Good when levels are loaded from a file
    - Takes up little memory
    - Needs only one event

    Cons:
    - Takes the longest time to set up
    - Fills up the workspace with objects (you might want to group them)
    - Needs a level editor or dummy objects

    Preparation:
    Create a new active object for each animation
    Give all objects the same qualifier
    Objects should not be created from start
    If you don't intend to create a leveleditor, place dummy objects that will be replaced by events according to the level

    Events:
    Start of frame: Create object by name

    You can have an ini file that has the names of the objects for each level, or simply name the objects according to their level number like Object A Level 1, Object A Level 2 etc...
    If done right, you should be able to pull this off using only one event.

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