Looking at google code oUF is used, which probably does not have the animated look.
Roth UI however is updated regularly and provides a more up to date way to have animated statusbars (at least for the player frame, that is).
EDIT: This got me thinking.
From a developer point of view, one could create a statusbar and change the texture with :SetTexCoords() by an OnUpdate handler/statusbar OnValueChanged(to prevent stupid stretched textures) script. The statusbar texture should be with, like 36 bar sprites or something(all aligned horizontally and in a vertical column)?
Code could be something like this maybe? (not tested)
lua Code:
local OnUpdate, UpdateRight
do
-- Time since last update
local tslu = 0
-- which sprite on the texture should be set
local lastsprite = 1
-- Number of sprites
local maxsprites = 36
-- Updates per second,
-- number of sprites percentage of texture height per sprite
local ups = 1/maxsprites
-- right, to prevent stretched textures.
local right = 1
function UpdateRight(self, value)
local min, max = self:GetMinMaxValues()
right = (value - min) / (max - min)
end
function OnUpdate(self, elapsed)
tslu = tslu + elapsed
if tslu > ups then
-- Determine which sprite needs to be loaded
-- Account for a framerate lower then maximum sprites
local sprite = lastsprite + math.floor(elapsed/ups)
-- Adjust statusbar texture to sprite
if sprite > maxsprites then
sprite = sprite - maxsprites
end
self:GetStatusBarTexture():SetTexCoord(0, right, (sprite * ups) - ups, sprite * ups)
-- Wait for next update again
tslu = 0
lastsprite = sprite
end
end
end
local bar = CreateFrame('StatusBar', nil, UIParent)
bar:SetMinMaxValues(0,1)
bar:SetScript('OnValueChanged', UpdateRight)
bar:SetScript('OnUpdate', OnUpdate)
bar:SetValue(1)