Ok, I used the easy way... but the result is (not perfect but) quite good:
Made 4 animations for "water_left", "water_right", "water_top" and ""water_down", added an animation type "InWater" and assigned the animations.
Used the Action step "3", using "InWater" set the animation speed.
And made this small script to use as "Water" type tile:
Made 4 animations for "water_left", "water_right", "water_top" and ""water_down", added an animation type "InWater" and assigned the animations.
Used the Action step "3", using "InWater" set the animation speed.
And made this small script to use as "Water" type tile:
Code:
;;;; If you touch this tile it will
;;;; be in water.
CPX player1_object
BNE finishedInWater
GetCurrentActionType player1_object ;; check if player was in water
CMP #$03
BEQ finishedInWater
ChangeObjectState #$03, #$04 ;; uses "inWater" state.
finishedInWater: