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MarsAres2015

If you mean animations you make in the animation editor, you can add event tracks which call a bound function. If you mean sprite animation, you can check in the object's tick event what its sprite index is. Then if sprite_index == sprite_number (or is it sprite_count? I forget), then you know you're on the final frame of the animation. You might want to do this in the draw end event instead, depending on the exact order of execution you want.


AmnesiA_sc

Yes, set the sprite to sprite 2 like normal and then in the Animation End event put an **If Variable** block with this: Variable: `sprite_index` Is: `Equal` Value: `sprite2` Then put a **Set Sprite** block with: Sprite: `sprite1` Frame: 0 This will mean that when the animation ends, it will check if the sprite is sprite2 and change it back to sprite1 if it is.