sync_frame += start_frame * delay;
- if (mode & ANIM_LOOP) /* normal, looping animation */
+ if (mode & ANIM_LOOP) /* looping animation */
{
frame = (sync_frame % (delay * num_frames)) / delay;
}
- else if (mode & ANIM_LINEAR) /* normal, non-looping animation */
+ else if (mode & ANIM_LINEAR) /* linear (non-looping) animation */
{
frame = sync_frame / delay;
if (frame > num_frames - 1)
frame = num_frames - 1;
}
- else if (mode & ANIM_PINGPONG) /* use border frames once */
+ else if (mode & ANIM_PINGPONG) /* oscillate (border frames once) */
{
int max_anim_frames = 2 * num_frames - 2;
frame = (sync_frame % (delay * max_anim_frames)) / delay;
frame = (frame < num_frames ? frame : max_anim_frames - frame);
}
- else if (mode & ANIM_PINGPONG2) /* use border frames twice */
+ else if (mode & ANIM_PINGPONG2) /* oscillate (border frames twice) */
{
int max_anim_frames = 2 * num_frames;
frame = (sync_frame % (delay * max_anim_frames)) / delay;
frame = (frame < num_frames ? frame : max_anim_frames - frame - 1);
}
+ else if (mode & ANIM_RANDOM) /* play frames in random order */
+ {
+ /* note: expect different frames for the same delay cycle! */
+
+ frame = SimpleRND(num_frames);
+ }
if (mode & ANIM_REVERSE) /* use reverse animation direction */
frame = num_frames - frame - 1;