In part #1 of this series we built a basic MHEG+ scene which was capable of firing timer events at a consistent rate. In this part we will look to extend the code by adding an animating graphic to the scene. A further aim of this part is to explain some more of the language features exclusive to MHEG+, including foreach loops, sequential blocks and ifs. Adding our graphics to the scene I have hand crafted the following 5 png graphics to use for this tutorial: Using an MHEG+ foreach loop, we can add all these graphics to our scene in one fell swoop: foreach num (0..4) { {:Bitmap bmpPac = [constPacObjectIdOffset + ] :OrigPosition [(720 - 32) / 2] [(576 - 32) / 2] :OrigBoxSize 32 32 :OrigContent :ContentRef ('/tut/.png') :InitiallyActive false } } endfor There a number of subtleties of this loop which are probably worth discussing:- foreach loops are preprocessor instructions, not run-time loops. Because of this we can use foreach loops around object declarations, or in fact any code section at all.
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This article is related to
MHEG,BBC,freeview,game development,interactive tv,MHEGPLUS
MHEG,BBC,freeview,game development,interactive tv,MHEGPLUS
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