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Thread: Best / Good way to implement PMO? Need some suggestion

  1. #1
    Clicker Multimedia Fusion 2XNA Export Module
    Gogeta's Avatar
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    Best / Good way to implement PMO? Need some suggestion

    I have been tweaking my PMO quit a bit the last days.

    After reading tutorials all over the net I decided to try something new (at least I didn't see this approach on the net) and tied my "animation" system to an active. I'm using PMO + Detector_Base (for my Sprite) + Animation_Flag (which is the new active). This active will be used for only switching on and off's my flags.

    So when my Character is stopped I set my Animation_Flag to facing direction right (0) + my sprite to the animation "stopped" and I switch all Flaggs from 1-31 on my Detector_Base to off and 0 to on. This works quit well!
    When my Character is moving right or left I set my Animation_Flag to facing direction (1) + my sprite to the animation "walking" and I switch all Flaggs from 0 + 2 - 31 (this is not a expresion, just to be clear ^^) on my Detector_Base to off and 1 to on. And so on ^^

    So far my character can do quit some stuff as walking, jumping, double jumps, walljumps, hang on ledges, pull him up or let him fall down and shooting (for some instances).
    A quick question so far: Is this method performance-wise a good idea or how would you implant this system?

    Can I switch all Flaggs from 1-31 to off in just one expresion or do I need to really switch every flag on his own?

    Am I thinking too complicated in that system or does it have drawbacks that I even didn't think off before planing?

  2. #2
    Forum Moderator Fusion 2.5 DeveloperHTML5 Export Module
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    Shameless self promotion: http://puddinghatgames.com/2009/06/a...ple-using-pmo/

    It may not be the 'best' way to do it, but this is how I integrate my animations with the PMO. I find if I juggle things using invisibility as the check, I never get any animations 'stuck' or any other general weirdness.

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