[UPDATE]
I pushed one more small example (bganim) which demonstrates animation on a single layer background.
The new sample differs from the previous BG animation example (layeranim) in the way the animation frames are cut, making things simpler for the single-layer playfield case (i.e. the most common case).
'layeranim' defined a 2-layer playfield where the top layer was transparent and initially blank/empty. The single 'map' which was cut for the 2nd layer was not loaded directly into the playfield, but used as an asset store for the animation frames. Animation was applied by copying rectangles from that map to the empty top playfield layer. In other words there was only one map and one tileset, per layer. AGTCUT could only process one map per tileset at a time, so things worked out ok.
This becomes a problem though if you want to have a map AND a separate minimap full of animations, sharing the same tileset - AGTCUT would not support it. This is exactly what happens if you try to animate tiles on a single-layer platfield, because the layer is not empty to begin with - it has a real map, and animations are coming from a *separate* map. Possibly even more than one map, if there are lots of animations to manage.
This has been addressed for the new sample - its now possible to define multiple pages of animation frames on separate images and cut them simultaneously with the main map, all sharing one tileset. This allows animation frames to be stored separately from the main map, in separate assets. The frames can be copied to the playfield using the same map block copy primitives used in 'layeranim'.
Steem__00152.png
Steem__00153.png
Steem__00154.png
There are 2 independently animating regions in the background (different rates, different loop points). These are driven by invisible entities.
bganim_map_index.png
The sprites are only there to show objects moving on top of the animations.
This change does also allow multiple game levels to share one tileset of course. But it was more of a blocker for tile animation, since loading new tiles per level is pretty much expected most of the time anyway.
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I have not had time to look at the Linux build issues - I don't really have an environment set up for it just now, except maybe the RPI - but it will be a hassle to get everything set up again. I'll look at that when I have more time to spend on it.
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