MovieClip.new
From GiderosMobile
Available since: Gideros 2011.6
Class: MovieClip
Description
Creates a new MovieClip object. After constructing the MovieClip object, it starts playing. You don't need to call MovieClip:play.
MovieClip.new({timeline},holdWhilePlaying)
Parameters
timeline: (table) array of timeline elements
holdWhilePlaying: (bool) keep a reference to itself while it is playing optional, default=false
Example
Frame animations 1
--load frames
local frames = {}
local bmp
for i = 1, 6 do
bmp = Bitmap.new(Texture.new("animation/ball"..i..".png", true))
bmp:setAnchorPoint(0.5, 0.5)
frames[#frames+1] = bmp
end
--arrange frames
local ballAnimation = MovieClip.new{
{1, 5, frames[1]},
{6, 10, frames[2]},
{11, 15, frames[3]},
{16, 20, frames[4]},
{21, 25, frames[5]},
{26, 30, frames[4]},
{31, 35, frames[6]},
{36, 40, frames[4]},
{41, 45, frames[5]},
{46, 50, frames[4]},
{51, 55, frames[6]},
{56, 60, frames[4]},
{61, 65, frames[5]},
{66, 70, frames[4]},
{71, 75, frames[6]},
{76, 80, frames[3]},
{81, 85, frames[2]},
{86, 150, frames[1]}
}
--loop animation
ballAnimation:setGotoAction(150, 1)
--start playing
ballAnimation:gotoAndPlay(1)
ballAnimation:setPosition(160, 240)
stage:addChild(ballAnimation)
Frame animations V2, animating with 2 movieclips
-- first we create the anims for the player
local frames = {}
local imgnumstartat, imgnumendat = 1, 20 -- image name sequence (eg.: image004.jpg, image005.jpg, ...)
for i = 1, imgnumendat-imgnumstartat+1 do
local iter = imgnumstartat+i-1
if iter < 10 then
frames[#frames+1] = Bitmap.new(Texture.new("gfx/hero/Jones_base_000"..(imgnumstartat+i-1)..".png", true))
elseif iter < 100 then
frames[#frames+1] = Bitmap.new(Texture.new("gfx/hero/Jones_base_00"..(imgnumstartat+i-1)..".png", true))
elseif iter < 1000 then
frames[#frames+1] = Bitmap.new(Texture.new("gfx/hero/Jones_base_0"..(imgnumstartat+i-1)..".png", true))
end
frames[i]:setAnchorPoint(0.5, 0.5)
end -- print(#frames)
local anims = {}
local timing = 8
for i = 1, #frames do
anims[i] = {(i-1)*timing+1, i*timing, frames[i]}
end -- print((#frames-1)*timing+1, #frames*timing)
--print(#anims) --> 20
-- add anim frames
local mc_jones = MovieClip.new{
anims[1], -- jones idle
anims[2],
anims[3],
anims[4],
anims[5],
anims[6],
anims[7],
anims[8],
anims[9], -- jones idle2
anims[10],
anims[11],
anims[12],
anims[13],
anims[14],
anims[15], -- jones idle3
anims[16],
anims[17],
anims[18],
anims[19],
anims[20],
}
mc_jones:setGotoAction(14*timing, 9*timing)
mc_jones:gotoAndPlay(9*timing)
-- key down event
stage:addEventListener(Event.KEY_DOWN, function(e)
if e.keyCode == KeyCode.F then -- jones idle
mc_jones:setGotoAction(8*timing, 1)
mc_jones:gotoAndPlay(1)
elseif e.keyCode == KeyCode.G then -- jones idle2
mc_jones:setGotoAction(14*timing, 9*timing)
mc_jones:gotoAndPlay(9*timing)
elseif e.keyCode == KeyCode.H then -- jones idle3
mc_jones:setGotoAction(20*timing, 15*timing)
mc_jones:gotoAndPlay(15*timing)
end
end)
-- then we move the player using another movieclip
local timing2 = 500
local mc2 = MovieClip.new{
{1, timing2/2, mc_jones, {x={160, 240, "inOutExponential"}}},
{timing2/2+1, timing2, mc_jones, {x={240, 160, "inOutExponential"}}},
}
mc2:setGotoAction(timing2, 1)
mc2:setPosition(160, 240)
stage:addChild(mc2)
See also
Animated_Sprite_Factory for spritesheets