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Graphique / Re: clock pour gérer une animation
« le: Août 15, 2024, 06:02:38 am »
When I first tried to implement a loading animation in SFML, I ran into a similar issue with trying to use a GIF. After some research and trial and error, I realized that breaking the GIF into individual sprites and using the sf::Clock class to handle the timing was the way to go.
level devil
At first, it was a bit tricky to figure out how to time the frame changes correctly. I ended up using a simple calculation to divide the elapsed time by the duration I wanted for each frame, which worked really well. It’s a small detail, but seeing that smooth animation play out just right felt really satisfying, like everything clicked into place. If you’re struggling with something similar, I’d definitely recommend going this route—it makes the animation process much more manageable.
level devil
At first, it was a bit tricky to figure out how to time the frame changes correctly. I ended up using a simple calculation to divide the elapsed time by the duration I wanted for each frame, which worked really well. It’s a small detail, but seeing that smooth animation play out just right felt really satisfying, like everything clicked into place. If you’re struggling with something similar, I’d definitely recommend going this route—it makes the animation process much more manageable.