Set Null Motion


ASTER::ACTION::ObjectControl::MOTION::Set Null Motion

Register the object instance to the motion controller as Null Motion.

  • Null is registered as a motion with no action.

Motion: Overview

It has only the minimum parameters, resulting in low computational load after registration.

  • It includes flags and a timer counter for Reject and flags for Destroy.

This motion is intended to be registered and unregistered with the motion controller at short intervals, using std::deque instead of std::vector in C++ STL sequence containers.

When registering a motion group with the motion controller, you can use a "motion group name" arbitrarily decided by the user.


Parameter.1

Select the object instance. Only the "Active (sprite) Object" Type can be registered to the controller.

Description of the image

If "The Active Object" is not specified, an error will be displayed when executing the action from the event, and the registration process will be aborted.


Parameter.2

Enter the motion group name to register to the motion controller.

Even instances created from different objects can be grouped with the same motion group name and managed by the controller.

Instances already registered to the controller cannot be duplicately registered under a different group name.

Multibyte strings (such as Japanese) can also be used, but for practical purposes, short names in lowercase letters are recommended.

"test"

When using the name set to the active object as the motion group name for registration, send an empty string.

""

Additional Notes

Null Motion has no actions, and the object does not move just by being registered.

Usage examples and events can be viewed in the attached samples.


Registration Limit and Reserved Variables »

Maximum Number of Registrations Allowed

The maximum number of instances that can be registered in one motion group is 255. A motion group can register up to 255 groups per motion type.

Type Max Groups Max Instances (Per Group) Total Instances (Per Motion Type)
Null 255 255 255 x 255 = 65,025
Flp | Wrp 255 255 255 x 255 = 65,025
Flp | Wrp::SineWave 255 255 255 x 255 = 65,025
Orbital 255 255 255 x 255 = 65,025
MoveTowards 255 255 255 x 255 = 65,025

The above values are theoretical and exceed the processing capability of CF25, so operation will always be conducted below the maximum values.

Practically, it is assumed that all registered motions will operate with a total number of instances below 100.


About Reserved Variables

From the object instance variables, the reserved variables are as follows:

  1. Alt Variable[0] = Spread ID

  2. Alt Variable[1] = Motion ID

The above variables are used.

Alt Variable[0]

Sequential number. The last object instance created on the frame editor is assigned 0, and then each instance is assigned a value incremented by +1 in order. It is safe to overwrite with any value.

Alt Variable[1]

Motion type. Values ranging from 0 to 4 are assigned according to the motion type at the time of registration. It is a magic number to speed up database searches. If changed, the controller will not be able to search correctly, which is dangerous.

From rev.0.9.x onward, a method of not using Alt Variable[1] has been tested, and it is not used now, but it may be reverted, so please treat Alt Variable[1] as a reserved variable.