Difference between revisions of "Animated Sprite Factory"

From GiderosMobile
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-- spritesheet animations
 
-- 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 cols, rows = 6, 13 -- change accordingly
 
local spritesheetimgs = {} -- table that will hold all the images in the sprite sheet
 
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 anims = {} -- table that will hold all our animations ("idle", "run", ...)
Line 22: Line 22:
  
 
-- 1 retrieve all anims in spritesheet
 
-- 1 retrieve all anims in spritesheet
local w, h = spritesheettex:getWidth() / xcols, spritesheettex:getHeight() / xrows
+
local w, h = spritesheettex:getWidth() / cols, spritesheettex:getHeight() / rows
 
local spritesheettexregion = nil
 
local spritesheettexregion = nil
for r = 1, xrows do
+
for r = 1, rows do
for c = 1, xcols do
+
for c = 1, cols do
 
spritesheettexregion = TextureRegion.new(spritesheettex, (c - 1) * w, (r - 1) * h, w, h)
 
spritesheettexregion = TextureRegion.new(spritesheettex, (c - 1) * w, (r - 1) * h, w, h)
 
spritesheetimgs[#spritesheetimgs + 1] = spritesheettexregion
 
spritesheetimgs[#spritesheetimgs + 1] = spritesheettexregion

Revision as of 15:38, 24 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 cols, rows = 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() / cols, spritesheettex:getHeight() / rows
local spritesheettexregion = nil
for r = 1, rows do
	for c = 1, cols 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: