Specifies the order in which sprite frames play back and the length of time each frame is displayed. Read/write at run time; write access is available at run time only when the sprite is stopped.
Syntax
HTML <PARAM NAME="FrameMap" VALUE="nImage1,
t1 [; nImage2, t2 ...] ">Scripting spriteObj.FrameMap= "nImage1, t1 [; nImage2, t2 ...] "
Possible Values
- nImage1, nImage2,...
- Integer expression denoting the image to draw from the frame source over the duration. The first frame in the sprite is numbered 1. The default value is the order in the source file.
- t1, t2, ...
- Expression indicating the frame's duration (seconds.milliseconds, 0.000). The default value is the TimerInterval duration.
Remarks
Sprites that use frame maps can display source images in an order other than the images' consecutive order of appearance within the source file. They can also display each frame in the sprite for a different length of time.
If the sprite has not been authored with a FrameMap property setting, frames appear in their order of appearance within the frame source file. The frames are in order from left to right, from top to bottom, within the file. Each frame appears for the number of seconds.milliseconds given by the TimerInterval property.
Example
The following examples create a frame map with six frames.
- Frame 1 displays image 6 for 100 milliseconds.
- Frame 2 displays image 5 for 200 milliseconds.
- Frame 3 displays image 4 for 300 milliseconds.
- Frame 4 displays image 3 for 400 milliseconds.
- Frame 5 displays image 2 for 100 milliseconds.
- Frame 6 displays image 1 for 100 milliseconds.
<PARAM NAME="FrameMap" VALUE="6,0.100;5,0.200;4,0.300;3,0.400;2,0.100;1,0.100">
object.FrameMap= "6,0.100;5,0.200;4,0.300;3,0.400;2,0.100;1,0.100"
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