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<TITLE>animate</TITLE>
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<div align="center"><img id="headerGraphic" src="images/sludge300.png" alt="SLUDGE"/></div>
<h2>animate</h2>
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<H3>Syntax:</H3>
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<pre class="syntax">animate (<i>character, animation</i>);</pre>
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<H3>Purpose:</H3>
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Makes the specified <i>character</i> perform the selected <i>animation</i> which must be created with the <a href="anim.html">anim</a> function. The character will continue performing the animation until told to move, change direction or speak.
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The animate function can be used, for example, to provide different speaking animations without having to build a new costume.
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<pre>animate (ego, chinHitsFloorAnimation);
think (ego, "WHAT?");
say (ego, "Are you kidding?");</pre>
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The above example will give the ego character a different animation while it <a href="say_and_think.html">think</a>s the line "WHAT?" - the ego will then use its standard talking animation to <a href="say_and_think.html">say</a> the like "Are you kidding?".
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<H3>Return value:</H3>
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The return value is the total playing time of <i>animation</i>. Consequently, the following code will perform an animation once and once only:
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<pre>var a = anim ('pickNose.duc', 0, wait (1, 4), 2, 3, 4);
pause (animate (ego, a));
normalCharacter (ego);</pre>
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In the above example, the return value of the animate function is 8... 1 + 4 + 1 + 1 + 1. So, the <a href="pause.html">pause</a> function stops the function for 8 frames: just long enough for the animation to run.
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<H3>See also:</H3>
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<a href="addCharacter.html">addCharacter</a>
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<a href="normalCharacter.html">normalCharacter</a>
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<P class="copyright-notice">SLUDGE and this SLUDGE documentation are <A HREF="Copyright.html">copyright</A> Hungry Software and contributors 2000-2011
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