This is a WML convention that is not enforced by the engine.
![battle for wesnoth sprites animated battle for wesnoth sprites animated](https://opengameart.org/sites/default/files/styles/thumbnail/public/human-male-base_0.png)
everything before should be at negative time, everything after at positive time. The convention is that the "important time" (usually the time of the hit) is at time 0. In that case all animations have a common clock, and are played concurrently. This starting time is very important when multiple animations from different units are played synchronously Typically a fight involves a unit playing its defense animation while the opponent plays its attack animation (and a third might play its leading animation, too). Each animation also has a starting time which tells the animation engine at what value the animation clock should start The step of this clock is the milisecond, and each frame is played for a given duration. When an animation is played it has an internal clock that is run.
![battle for wesnoth sprites animated battle for wesnoth sprites animated](https://opengameart.org/sites/default/files/Water_Ocean.png)
It is assumed to contain the image representing the unit itself, and as such the engine will heavily temper with it in multiple ways, such as providing a default image if none is available, or forcing the image to be green when the unit is poisoned The frame with the empty prefix is special in many way. I.e if your animation has both and blocks, both will be displayed at the same time It can contain such things asĪt any given time, an animation will display one frame for each frame prefix it can find.
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frames of the type are said to have an empty prefixĪ frame typically describes an image, where an how to render it. (the xxx part can be any string not starting with an underscore) the xxx part in the frame name is called the frame prefix. Frames are WML blocks that are contained either in WML blocks or in generic block.
![battle for wesnoth sprites animated battle for wesnoth sprites animated](http://thespaceinvader.co.uk/image/meridian.png)
Animations are WML blocks in the unit type, enclosed in either the generic type or some more specific tags such as and the like. This page will deal with the two problems of animationsĪny unit has a huge set of animations to choose from. Even when the unit is standing, it is actually playing a single frame animation. At any point in game, units are playing an animation.