With this function you can create a new keyframe data struct, supplying the type of track that the keyframe data will be applied to, which will be one of the following constants:
| Constant | Description | Value |
|---|---|---|
| seqtracktype_graphic | This is a graphics (sprite) asset track. | 1 |
| seqtracktype_audio | This is an audio asset track. | 2 |
| seqtracktype_instance | This is an instance asset track. | 14 |
| seqtracktype_sequence | This is a sequence asset track. | 7 |
| seqtracktype_clipmask | This is a clip mask group asset track. | 8 |
| seqtracktype_clipmask_mask | This is a clip mask sprite asset track used for generating the clip mask. | 9 |
| seqtracktype_clipmask_subject | This is a clip mask sprite asset track that is being masked. | 10 |
| seqtracktype_group | This group folder asset track. | 11 |
| seqtracktype_colour | This is a colour data parameter track. | 4 |
| seqtracktype_real | This is a real number value parameter track. | 3 |
| seqtracktype_message | This is a broadcast message track. | 15 |
| seqtracktype_moment | This is an event/moment track. | 16 |
| seqtracktype_bool | Not used currently. | 5 |
| seqtracktype_string | Not used currently. | 6 |
| seqtracktype_spriteframes | Not used currently. | 13 |
| seqtracktype_empty | Not used currently. | 12 |
The function will return a track keyframe data struct which can then have values added to it before being assigned to a keyframe struct.
sequence_keyframedata_new(type);
| Argument | Description |
|---|---|
| type | The type of keyframe data to create, a constant, listed above. |
Struct
myseq = sequence_create();
var mytracks = array_create(1);
mytracks[0] = sequence_track_new(seqtracktype_graphic);
var graphickeys = array_create(1);
graphickeys[0] = sequence_keyframe_new(seqtracktype_graphic);
graphickeys[0].frame
= 0;
graphickeys[0].length = 1;
graphickeys[0].stretch = true;
graphickeys[0].disabled = false;
var graphickeydata = array_create(1);
graphickeydata[0] = sequence_keyframedata_new(seqtracktype_graphic);
graphickeydata[0].spriteIndex
= spr_Platform;
graphickeydata[0].channel = 0;
graphickeys[0].channels = graphickeydata;
mytracks[0].name = "TestGraphicTrack";
mytracks[0].keyframes = graphickeys;
myseq.tracks = mytracks;
The above code creates a new sequence and then creates a graphic asset track and sets some keyframe data on the track. This track is then assigned to the instance.