JTraffic Screensaver

Selecting the animation(s) to start

<AnimCmd> == <WAction> || <TrainSel>.<WAction> || <FgBgSel>.<AAction>

<WAction> == <Action> || <WagonSel>.<AAction>

<AAction> == <Action> || <AnimSeq>.<Action>

<TrainSel> == C || C1 || C2 || C3 || CL || CR || CM || CH || CT

<FgBgSel> == FG || BG

<WagonSel> == <Tag> || <WagonSeq> || @ <WagonSeq>

<WagonSeq> == <Simple> || - <Simple> || L || LAST

<AnimSeq> == <Simple>

<Tag> == <Name>

<Action> == <Name>

Animations can be triggered by the Tx= <WaitTime>; parameters in the movements, or by the WP= <PointList>; parameters among the Pathway parameters.

An animation can be called by a name which is specified in its definition ( [A= <AnimationRules>,<Picture>, ... ] see the <Action> parameters ). When the <AnimationRules>  parameter in the [A: ... ] command is a simple name, the animation runs only forwards.  Some special animations have predefined action names for running forwards and backwards, such as doors or pantographs and have predefined global names:

The animation runs according to its definition - a single animation can define multiple action names and separate behaviour for this actions, as, for example, for the signals: each signal state has its own action name, some state are static - the lights are on or off - some other states include flashing lights.

If one specifies an action name, the command is valid for all animations in the entire train(s) on the line as well as for the foreground and background pictures.   For example, a CLOSE command closes all of the doors on all of the coaches of a train and possibly also the door of the station in the background, if there is one.  But one can also specify that animations apply to just one part of a train, a single coach, or even a single door of many on one coach.   The particular part(s) or vehicle numbers are specified simultaneously and separated with a period:

C.OPEN All of the doors on the train are opened.
BG.OPEN All of the doors in the background picture are opened.
FG.OPEN All of the doors in the foreground picture are opened.

In the Movements CUT , CUT2 , ECHG , HEAD , PUSH, UNIT , GET , PUT , CHANGE , TURN , RCUT multiple train parts are used.  The names of the trains or train parts are identical with those in the definition of the Movement:

M=SIMPLE ; C= <Train> the entire train is C,
M=CUT; C1=<Train> C2=<Train>; there are parts C1 and C2 which can each be referenced separately,
C1.OPEN All doors in the train part C1 are opened

In case of some Movements - as CUT, CUT2, UNIT, and RCUT - the train parts have similar roles. Maybe you want to access one of the parts depending on the side or running direction, so, the following train names are also valid, when selecting a train for starting an action:

CL Train part on the Left side
CR Train part on the Right side
CM Train part in the Middle
CH Head - train part in the (actual next) running direction
CT Tail - train part against to the (actual or next) running direction

The coaches in a train part can be referenced individually:

C1.2.OPEN All doors in the second coach on the left-hand side of the train part C1 are opened (in this simple case the coaches in the train are numbered from left to right beginning with 1 independent of the direction the train is travelling)
C1.L.OPEN All doors of the last coach of the train C1 are opened
C1.-2.OPEN All doors in the second coach from the right in the train part C1 are opened.  Negative numbers count from the end of the opposite train end.  The last coach is -1, the next to last -2, etc.
C1.@2.OPEN All doors in the second coach are opened.  The coach count begins at the head of train, dependent of the direction of travel, or, if the train is standing still, from the direction which it will next depart.  This means that @1 usually means the locomotive.
C1.@-2.OPEN All doors of the second coach are opened.  The coach count begins from the last coach, dependent of the direction of travel. @-1 (or @LAST ) is the last coach.
C1.BAGGAGE.OPEN The doors are opened on the coach or coaches in train part C1, which possess a [L:BAGGAGE] modifier in their definition.
C1.AVMZ.OPEN Similar to the previous, the name used to reference the coach can be the same name which it possesses in the Stock List file. If more than one vehicle has the same label, the animation will be started on all of them.

Please do not forget, in some Movements two train parts are joined together.  The Movement commands do not see the joined train parts as a single train, so even after the parts have been joined the parts must be referenced individually.

The animations for the foreground and background pictures behave as if they were on a train composed of one vehicle.   The number after the FG or BG key word determines the sequence number of the animation.

The comparable animations for a single coach are different than above by can likewise be controlled individually:

C1.1.3.OPEN The third door of the first coach in train part C1 is opened.

Individual vehicles can be grouped by way of the [L: ] command and then referenced with the corresponding name.   In this way only the vehicles possessing this animation can be referenced selectively.   Each vehicle can possess multiple names.   In this way one can build up groups which, by use of a single command in the form   <Tag>.<Action>, can set off a series of various predetermined actions on multiple vehicles.

With the individual relationship of foreground and background pictures the grouping becomes more complicated.  Because foreground and background pictures can appear multiple times on the screen—such as when the space between two points is to be filled with repetitions of the same picture—attaching an animation to the one foreground or background picture can result in the animation also being repeated over and over.   The sequence numbers can therefore be different from those in the definition of the animation sequence.   If one wishes to reference individual elements of an animation on a foreground of background pictures, different names must be used than those for vehicle pictures.   Please be aware that the number of repetitions of a background picture is relative to the screen resolution so what may work on one system may have other results on a different computer.   Therefore, if you wish to make a Timetable file which is not computer-dependent you should be careful when using background animations.

The movements for pantographs can be called by way of a large number of special commands.  These are described in the following chapter Pantograph state changes.

Overview
The Configuration Window
Program Window
Stock List
Description Editor
Graphic Testpad
Timetable Editor
Timetable Syntax and Semanics
The timetable header
Sections, Groups, Lines, Scenes
Actions
Stock List File