Difference between revisions of "Animated Sprite Factory"
From GiderosMobile
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__TOC__ | __TOC__ | ||
− | + | Here you will find various resources to help you create games and apps in Gideros Studio. | |
− | |||
− | |||
− | |||
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− | === | + | '''note''': You may have to provide your own assets (fonts, gfx, …).</br> |
+ | '''note 2''': You can copy/paste the code :-) | ||
+ | |||
+ | === Description === | ||
This section deals with animating any of your sprites (player, enemies, collectibles, ...). It can be used either in conjunction with cbump, liquidfun(box2d) or as standalone. | This section deals with animating any of your sprites (player, enemies, collectibles, ...). It can be used either in conjunction with cbump, liquidfun(box2d) or as standalone. | ||
− | === | + | === Spritesheet Animations (player, enemies, collectibles, npcs, ...) === |
− | This is an example of how to animate using a | + | This is an example of how to animate using a spritesheet. |
<source lang="lua"> | <source lang="lua"> | ||
− | -- | + | -- spritesheet animations |
local spritesheettex = Texture.new("gfx/hero/HQ_Trooper_all.png") -- change accordingly | local spritesheettex = Texture.new("gfx/hero/HQ_Trooper_all.png") -- change accordingly | ||
local xcols, xrows = 6, 13 -- change accordingly | local xcols, xrows = 6, 13 -- change accordingly | ||
Line 67: | Line 66: | ||
</source> | </source> | ||
− | === | + | === Assets === |
You can pick the files from opengameart.org: | You can pick the files from opengameart.org: | ||
* https://opengameart.org/content/space-soldier-resize-64x64 | * https://opengameart.org/content/space-soldier-resize-64x64 | ||
* https://opengameart.org/content/pixel-coins-asset | * https://opengameart.org/content/pixel-coins-asset |
Revision as of 17:24, 23 November 2020
Here you will find various resources to help you create games and apps in Gideros Studio.
note: You may have to provide your own assets (fonts, gfx, …).
note 2: You can copy/paste the code :-)
Description
This section deals with animating any of your sprites (player, enemies, collectibles, ...). It can be used either in conjunction with cbump, liquidfun(box2d) or as standalone.
Spritesheet Animations (player, enemies, collectibles, npcs, ...)
This is an example of how to animate using a spritesheet.
-- spritesheet animations
local spritesheettex = Texture.new("gfx/hero/HQ_Trooper_all.png") -- change accordingly
local xcols, xrows = 6, 13 -- change accordingly
local spritesheetimgs = {} -- table that will hold all the images in the sprite sheet
local anims = {} -- table that will hold all our animations ("idle", "run", ...)
local currentanim = ""
local frame = 0
local animspeed = 1 / 7 -- change accordingly
local animtimer = animspeed
-- 1 retrieve all anims in spritesheet
local w, h = spritesheettex:getWidth() / xcols, spritesheettex:getHeight() / xrows
local spritesheettexregion = nil
for r = 1, xrows do
for c = 1, xcols do
spritesheettexregion = TextureRegion.new(spritesheettex, (c - 1) * w, (r - 1) * h, w, h)
spritesheetimgs[#spritesheetimgs + 1] = spritesheettexregion
end
end
-- 2 create animations
function createAnim(xanimname, xstart, xfinish)
anims[xanimname] = {}
for i = xstart, xfinish do
anims[xanimname][#anims[xanimname] + 1] = spritesheetimgs[i]
end
end
createAnim("idle", 1, 2)
createAnim("run", 25, 30)
-- 3 we can now create the player
local bitmap = Bitmap.new(spritesheetimgs[1])
bitmap:setAnchorPoint(0.5, 0.5)
bitmap:setPosition(128, 64)
stage:addChild(bitmap)
currentanim = "idle"
--currentanim = "run"
-- GAME LOOP
function onEnterFrame(e)
if currentanim ~= "" then
animtimer = animtimer - e.deltaTime
if animtimer <= 0 then
frame += 1
animtimer = animspeed
if frame > #anims[currentanim] then
frame = 1
end
bitmap:setTextureRegion(anims[currentanim][frame])
end
end
end
stage:addEventListener(Event.ENTER_FRAME, onEnterFrame)
Assets
You can pick the files from opengameart.org: