Control sprite animation speed

Control sprite animation speed

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Control sprite animation speed
Tag : javascript , By : user165781
Date : November 25 2020, 07:06 PM

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control max speed in sprite kit

Tag : ios , By : Govind Bhavan
Date : March 29 2020, 07:55 AM
wish of those help I'm trying to control the max speed of my character in my game. When I move him I use this: , This is working good.
- (void)didEvaluateActions
    CGFloat maxSpeed = 600.0f;

    if (self.heroShip.physicsBody.velocity.dx > maxSpeed) {
        self.heroShip.physicsBody.velocity = CGVectorMake(maxSpeed, self.heroShip.physicsBody.velocity.dy);
    } else if (self.heroShip.physicsBody.velocity.dx < -maxSpeed) {
        self.heroShip.physicsBody.velocity = CGVectorMake(-maxSpeed, self.heroShip.physicsBody.velocity.dy);

    if (self.heroShip.physicsBody.velocity.dy > maxSpeed) {
        self.heroShip.physicsBody.velocity = CGVectorMake(self.heroShip.physicsBody.velocity.dx, maxSpeed);
    } else if (self.heroShip.physicsBody.velocity.dy < -maxSpeed) {
        self.heroShip.physicsBody.velocity = CGVectorMake(self.heroShip.physicsBody.velocity.dx, -maxSpeed);

iOS 7 Sprite Kit speed change for animation

Tag : ios , By : Theo
Date : March 29 2020, 07:55 AM
this one helps. Look up the various types of SKActionTimingMode and apply the ones as needed to your situation. This will remove the need for anything like [SKAction speedTo:0.1 duration:0.5].
SKAction *actionMoveUp = [SKAction moveToY:2 * node.size.height / 3 duration:0.5];
actionMoveUp.timingMode = SKActionTimingEaseOut;

SKAction *actionMoveDown = [SKAction moveToY:node.size.height / 2 duration:0.5];
actionMoveDown.timingMode = SKActionTimingEaseIn;

SKAction *actionMoveUpHalf = [SKAction moveToY:node.size.height duration:1];
actionMoveUp.timingMode = SKActionTimingEaseOut;

[node runAction:[SKAction repeatActionForever:
                       [SKAction sequence:@

Wrong moving speed for sprite animation

Tag : javascript , By : Magnus
Date : March 29 2020, 07:55 AM
like below fixes the issue You'd have to change the speed mechanism of the fish, By lowering the number you multiply with changing
this.speedX= (tx/dist) * 1 
this.speedX=(tx/dist) * 0.1  

Previous sprite in paper2D flip book animation remains behind updated sprite animation

Tag : development , By : Govind Bhavan
Date : March 29 2020, 07:55 AM
Hope that helps Never mind guys. I found out. By changing the papersprite character to a flipbook instead, I was able to cycle through the enums without error

Changing Sprite animation Speed (pygame)

Tag : python , By : tlync
Date : March 29 2020, 07:55 AM
help you fix your problem You can decouple the animation rate from the frame rate by tying it to time in some way.
One way is to use pygame.time.get_ticks() to return the number of milliseconds since pygame.init() was called. If you store this value, you can measure how much time has elapsed and animate appropriately.
def update(self):
    self.elapsed = pygame.time.get_ticks() - self.elapsed
    if self.elapsed > 500: # animate every half second
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