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- <section id="compiling-animation-key-constants">
- <h1>Compiling animation key constants<a class="headerlink" href="#compiling-animation-key-constants" title="Link to this heading"></a></h1>
- <p>You can enable compiling a code file with constant definitions for the animation keys.</p>
- <p>For each animation, the compiler will generate a constant declaration. Like this:</p>
- <img alt="Animations constants compiler." src="../_images/animtions-editor-compiler-20221114.webp" />
- <p>If you have a lot of animations in your game, we recommend using this feature. You can reference animations using constants (and auto-completion) instead of writing the key names “by hand”.</p>
- <p>By default, the compiler is disabled. You can enable it in the <strong>Compiler Settings</strong> section. This section shows when no animation is selected:</p>
- <img alt="Compiler settings." src="../_images/animations-editor-compiler-settings-20221114.webp" />
- <p>This a table with the parameters:</p>
- <ul class="simple">
- <li><p><strong>Generate Code</strong>: Enable the code generation.</p></li>
- <li><p><strong>Output Language</strong>: Choose between JavaScript and TypeScript.</p></li>
- <li><p><strong>ES Module</strong>: If selected, it generates an ES module file.</p></li>
- <li><p><strong>Output Folder</strong>: Choose the parent folder for the output file. If you are using a WebPack or similar bundler, you may want to generate the code in a sub-directory of the <cite>src</cite> folder.</p></li>
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- <img alt="Select the output folder." src="../_images/animations-editor-select-output-folder-20221114.webp" />
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