Animation loop for specified indices of an imagetable

Hi,

I like how easy to use the Animation loop is when using an imagetable.

When I have an animation that repeats the same frame, I don't want to have to keep repeating the same image in the imagetable, so that if I change my artwork I only have to update one image.

Suppose that my animation uses frames A,B,A,C,A,D. I'd like be able to use an imagetable with only four frames A,B,C,D and tell the animator to use indices 1,2,1,3,1,4 of my imagetable.

This would also let me use one imagetable that includes the frames for many different sprites, so that I can define animation loops using frames 3,6,9 of the image table.

Hi Matt, thanks for the reply.

Your third option sounds neat. My current project is too small to need to implement it, but this sounds like a nice way to go to separate the animations from the code.

To do this at build time do you recommend that I write my own "builder" script that does whatever I need and then calls the playdate compiler: pdc MyGame.pdx?

Awesome. Thanks for all the suggestions, I'll give it a go.