Difference between revisions of "Animated Sprite Factory"

(Example)
(added some more explanations)
 
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__TOC__
 
__TOC__
<languages />
+
Here you will find various resources to help you create games and apps in Gideros Studio.
<translate>Here you will find various resources to help you create games and apps in Gideros Studio.</translate>
 
<br/>
 
<translate>'''note''': You may have to provide your own assets (fonts, gfx, …).</translate>
 
<br/>
 
  
=== <translate>Description</translate> ===
+
'''note''': You may have to provide your own assets (fonts, gfx, ).</br>
This section deals with animating any of your sprites (player, enemies, collectibles, ...). It can be used either in conjunction with cbump, liquidfun or as a standalone class.
+
'''note 2''': You can copy/paste the code :-)
  
=== <translate>Animation Sprite Factory (player, enemies, collectibles, npcs, ...)</translate> ===
+
=== Description ===
This animation sprite factory class allows you to control all your characters parameters like speed, animations, ...
+
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.
 +
 
 +
==== If you are using a class ====
 
<source lang="lua">
 
<source lang="lua">
Sprite_Maker = Core.class(Sprite)
+
Player = Core.class(Sprite)
  
function Sprite_Maker:init(xname, xspritesheet, xcols, xrows, xposx, xposy)
+
function Player:init()
-- settings
+
-- spritesheet animations
self.name = xname
+
local spritesheettex = Texture.new("gfx/playable/mr_man.png")
self.x = xposx
+
local cols, rows = 8, 6
self.y = xposy
+
self.spritesheetimgs = {} -- table that will hold all the images in the sprite sheet
self.vx = 0
+
self.anims = {} -- table that will hold all our animations ("idle", "run", ...)
self.vy = 0
 
self.flip = 1
 
self.isonfloor = false
 
self.isattacking = false
 
self.lives = 1
 
self.accel = 500
 
self.maxspeed = 200
 
self.jumpspeed = 980
 
 
 
-- animations
 
 
self.currentanim = ""
 
self.currentanim = ""
 
self.frame = 0
 
self.frame = 0
self.animspeed = 1 / 8
+
self.animspeed = 1 / 7
 
self.animtimer = self.animspeed
 
self.animtimer = self.animspeed
 
+
-- 1 retrieve all anims in spritesheet
-- retrieve all anims in texture
+
local w, h = spritesheettex:getWidth() / cols, spritesheettex:getHeight() / rows
local myanimstex = Texture.new(xspritesheet)
+
local spritesheettexregion = nil
local cellw = myanimstex:getWidth() / xcols
+
for r = 1, rows do
local cellh = myanimstex:getHeight() / xrows
+
for c = 1, cols do
local myanims_list = {}
+
spritesheettexregion = TextureRegion.new(spritesheettex, (c - 1) * w, (r - 1) * h, w, h)
for r = 1, xrows do
+
self.spritesheetimgs[#self.spritesheetimgs + 1] = spritesheettexregion
for c = 1, xcols do
 
local myanimstexregion = TextureRegion.new(
 
myanimstex, (c - 1) * cellw, (r - 1) * cellh, cellw, cellh)
 
myanims_list[#myanims_list + 1] = myanimstexregion
 
 
end
 
end
 
end
 
end
 +
-- 2 create animations
 +
self:createAnim("idle", 1, 4)
 +
self:createAnim("run", 9, 14)
 +
self.currentanim = "run"
 +
-- 3 we can now create the player
 +
self.bitmap = Bitmap.new(self.spritesheetimgs[1])
 +
self.bitmap:setAnchorPoint(0.5, 0.5)
 +
self.bitmap:setScale(2)
 +
self:addChild(self.bitmap)
 +
-- LISTENERS
 +
self:addEventListener(Event.ENTER_FRAME, self.onEnterFrame, self)
 +
end
  
-- create anims
+
-- PLAYER LOOP
self.anims = {}
+
function Player:onEnterFrame(e)
if self.name == "player1" then -- you can adapt your name here!
+
-- animations
self:createAnim("idle", 1, 2, myanims_list)
+
if self.currentanim ~= "" then
self:createAnim("jump_up", 38, 38, myanims_list)
+
self.animtimer = self.animtimer - e.deltaTime
self:createAnim("jump_down", 39, 39, myanims_list)
+
if self.animtimer <= 0 then
self:createAnim("walk", 13, 16, myanims_list)
+
self.frame += 1
self:createAnim("shoot", 67, 70, myanims_list)
+
self.animtimer = self.animspeed
elseif self.name == "enemy01" then -- you can adapt your name here!
+
if self.frame > #self.anims[self.currentanim] then
self:createAnim("walk", 1, 7, myanims_list)
+
self.frame = 1
elseif self.name == "enemy02" then -- you can adapt your name here!
+
end
self:createAnim("walk", 1, 5, myanims_list)
+
self.bitmap:setTextureRegion(self.anims[self.currentanim][self.frame])
elseif self.name == "coin01" then -- you can adapt your name here!
+
end
self:createAnim("walk", 1, 6, myanims_list)
 
end
 
 
 
-- the bitmap
 
self.bmp = Bitmap.new(myanims_list[1]) -- starting bmp texture
 
self.bmp:setAnchorPoint(0.5, 0.5)
 
if self.name == "player1" then -- adapt name here
 
self.w = self.bmp:getWidth() / 2
 
self.h = self.bmp:getHeight() - 0
 
-- set position inside sprite
 
self.bmp:setPosition(self.w / 2, self.h / 2 - 0 / 2)
 
elseif self.name == "enemy01" then -- adapt name here
 
self.w = self.bmp:getWidth() / 2
 
self.h = self.bmp:getHeight() - 0
 
-- set position inside sprite
 
self.bmp:setPosition(self.w / 2, self.h / 2 - 0 / 2)
 
elseif self.name == "enemy02" then -- adapt name here
 
self.w = self.bmp:getWidth() / 8
 
self.h = self.bmp:getHeight() - 0
 
-- set position inside sprite
 
self.bmp:setPosition(self.w / 2, self.h / 2 - 0 / 2)
 
else
 
self.w = self.bmp:getWidth()
 
self.h = self.bmp:getHeight()
 
-- set position inside sprite
 
self.bmp:setPosition(self.w / 2, self.h / 2)
 
end
 
 
 
-- collisions debugging
 
local mypixel = Pixel.new(0xff0000, 0.5, self.w, self.h)
 
 
 
-- our sprite is ready
 
local mysprite = Sprite.new()
 
mysprite:addChild(self.bmp)
 
mysprite:addChild(mypixel) -- debug. you can comment this line when you are done
 
self:addChild(mysprite)
 
 
 
-- hero controls
 
if self.name == "player1" then
 
self.iskeyleft = false
 
self.iskeyright = false
 
self.iskeyup = false
 
self.iskeydown = false
 
self.iskeyspace = false
 
 
 
self:addEventListener(Event.KEY_DOWN, self.onKeyDown, self)
 
self:addEventListener(Event.KEY_UP, self.onKeyUp, self)
 
 
end
 
end
 +
self.bitmap:setPosition(128, 64)
 
end
 
end
  
 
-- FUNCTIONS
 
-- FUNCTIONS
function Sprite_Maker:createAnim(xanimname, xstart, xfinish, xanimslist)
+
function Player:createAnim(xanimname, xstart, xfinish)
 
self.anims[xanimname] = {}
 
self.anims[xanimname] = {}
 
for i = xstart, xfinish do
 
for i = xstart, xfinish do
self.anims[xanimname][#self.anims[xanimname] + 1] = xanimslist[i]
+
self.anims[xanimname][#self.anims[xanimname] + 1] = self.spritesheetimgs[i]
 
end
 
end
end
 
 
-- KEYS HANDLER
 
function Sprite_Maker:onKeyDown(e)
 
-- keys pressed
 
if e.keyCode == KeyCode.LEFT then self.iskeyleft = true end
 
if e.keyCode == KeyCode.RIGHT then self.iskeyright = true end
 
if e.keyCode == KeyCode.UP then self.iskeyup = true end
 
if e.keyCode == KeyCode.DOWN then self.iskeydown = true end
 
if e.keyCode == KeyCode.SPACE then self.iskeyspace = true end
 
end
 
 
function Sprite_Maker:onKeyUp(e)
 
-- keys released
 
if e.keyCode == KeyCode.LEFT then self.iskeyleft = false end
 
if e.keyCode == KeyCode.RIGHT then self.iskeyright = false end
 
if e.keyCode == KeyCode.UP then self.iskeyup = false end
 
if e.keyCode == KeyCode.DOWN then self.iskeydown = false end
 
if e.keyCode == KeyCode.SPACE then self.iskeyspace = false end
 
 
end
 
end
 
</source>
 
</source>
  
=== <translate>Example</translate> ===
+
==== If you are not using a class ====
 
<source lang="lua">
 
<source lang="lua">
-- stage
+
-- spritesheet animations
local player1 = Sprite_Maker.new("player1", "gfx/hero/HQ_Trooper_all.png", 6, 13, 64, 128)
+
local spritesheettex = Texture.new("gfx/hero/HQ_Trooper_all.png") -- change accordingly
player1.lives = 3 -- you can change parameters on the fly
+
local cols, rows = 6, 13 -- change accordingly
stage:addChild(player1)
+
local spritesheetimgs = {} -- table that will hold all the images in the sprite sheet
local coin = Sprite_Maker.new("coin01", "gfx/coins/coin_20_x01.png", 6, 1, 128, 128)
+
local anims = {} -- table that will hold all our animations ("idle", "run", ...)
coin:setScale(3)
+
local currentanim = ""
coin.animspeed = 1 / 3
+
local frame = 0
stage:addChild(coin)
+
local animspeed = 1 / 7 -- change accordingly
 +
local animtimer = animspeed
  
-- GAME LOOP
+
-- 1 retrieve all anims in spritesheet
stage:addEventListener(Event.ENTER_FRAME, function(e)
+
local w, h = spritesheettex:getWidth() / cols, spritesheettex:getHeight() / rows
updatePlayer(player1, e.deltaTime)
+
local spritesheettexregion = nil
updateCollectibles(coin, e.deltaTime)
+
for r = 1, rows do
end)
+
for c = 1, cols do
 +
spritesheettexregion = TextureRegion.new(spritesheettex, (c - 1) * w, (r - 1) * h, w, h)
 +
spritesheetimgs[#spritesheetimgs + 1] = spritesheettexregion
 +
end
 +
end
  
-- FUNCTIONS
+
-- 2 create animations
function updatePlayer(xsprite, dt)
+
function createAnim(xanimname, xstart, xfinish)
-- anim state
+
anims[xanimname] = {}
if xsprite.vx == 0 then
+
for i = xstart, xfinish do
xsprite.currentanim = "idle"
+
anims[xanimname][#anims[xanimname] + 1] = spritesheetimgs[i]
elseif xsprite.vx ~= 0 then
 
xsprite.currentanim = "walk"
 
end
 
-- keyboard handling
 
if xsprite.iskeyright then
 
xsprite.vx += xsprite.accel * dt
 
if xsprite.vx > xsprite.maxspeed then xsprite.vx = xsprite.maxspeed end
 
xsprite.flip = 1
 
elseif xsprite.iskeyleft then
 
xsprite.vx -= xsprite.accel * dt
 
if xsprite.vx < -xsprite.maxspeed then xsprite.vx = -xsprite.maxspeed end
 
xsprite.flip = -1
 
else
 
xsprite.vx = 0
 
end
 
-- anim loop
 
if xsprite.currentanim ~= "" then
 
xsprite.animtimer = xsprite.animtimer - dt
 
if xsprite.animtimer <= 0 then
 
xsprite.frame += 1
 
xsprite.animtimer = xsprite.animspeed
 
if xsprite.frame > #xsprite.anims[xsprite.currentanim] then
 
xsprite.frame = 1
 
end
 
xsprite.bmp:setTextureRegion(xsprite.anims[xsprite.currentanim][xsprite.frame])
 
end
 
 
end
 
end
-- move & flip
 
xsprite.x += xsprite.vx * dt
 
xsprite.y += xsprite.vy * dt
 
xsprite:setPosition(xsprite.x, xsprite.y)
 
xsprite.bmp:setScale(xsprite.flip, 1)
 
 
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"
  
function updateCollectibles(xsprite, dt)
+
-- GAME LOOP
-- anim state
+
function onEnterFrame(e)
xsprite.currentanim = "walk"
+
if currentanim ~= "" then
-- anim loop
+
animtimer = animtimer - e.deltaTime
if xsprite.currentanim ~= "" then
+
if animtimer <= 0 then
xsprite.animtimer = xsprite.animtimer - dt
+
frame += 1
if xsprite.animtimer <= 0 then
+
animtimer = animspeed
xsprite.frame += 1
+
if frame > #anims[currentanim] then
xsprite.animtimer = xsprite.animspeed
+
frame = 1
if xsprite.frame > #xsprite.anims[xsprite.currentanim] then
 
xsprite.frame = 1
 
 
end
 
end
xsprite.bmp:setTextureRegion(xsprite.anims[xsprite.currentanim][xsprite.frame])
+
bitmap:setTextureRegion(anims[currentanim][frame])
 
end
 
end
 
end
 
end
-- show
 
xsprite:setPosition(xsprite.x, xsprite.y)
 
xsprite.bmp:setScale(xsprite.flip, 1)
 
 
end
 
end
 +
stage:addEventListener(Event.ENTER_FRAME, onEnterFrame)
 
</source>
 
</source>
  
<!--
+
==== In your game ====
=== <translate>A YouTube Video</translate> ===
+
Then all you need to do is create an instance of the player in your game class.
A step by step video on how to use this platformer template. Enjoy!
+
<source lang="lua">
 +
local myhero = Player.new()
 +
</source>
  
https://www.youtube.com/watch?v=WPcbsgOCnLU
+
=== Assets ===
-->
+
You can pick the files from opengameart.org:
 +
* https://opengameart.org/content/space-soldier-resize-64x64
 +
* https://opengameart.org/content/pixel-coins-asset

Latest revision as of 00:22, 25 February 2021

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.

If you are using a class

Player = Core.class(Sprite)

function Player:init()
	-- spritesheet animations
	local spritesheettex = Texture.new("gfx/playable/mr_man.png")
	local cols, rows = 8, 6
	self.spritesheetimgs = {} -- table that will hold all the images in the sprite sheet
	self.anims = {} -- table that will hold all our animations ("idle", "run", ...)
	self.currentanim = ""
	self.frame = 0
	self.animspeed = 1 / 7
	self.animtimer = self.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)
			self.spritesheetimgs[#self.spritesheetimgs + 1] = spritesheettexregion
		end
	end
	-- 2 create animations
	self:createAnim("idle", 1, 4)
	self:createAnim("run", 9, 14)
	self.currentanim = "run"
	-- 3 we can now create the player
	self.bitmap = Bitmap.new(self.spritesheetimgs[1])
	self.bitmap:setAnchorPoint(0.5, 0.5)
	self.bitmap:setScale(2)
	self:addChild(self.bitmap)
	-- LISTENERS
	self:addEventListener(Event.ENTER_FRAME, self.onEnterFrame, self)
end

-- PLAYER LOOP
function Player:onEnterFrame(e)
	-- animations
	if self.currentanim ~= "" then
		self.animtimer = self.animtimer - e.deltaTime
		if self.animtimer <= 0 then
			self.frame += 1
			self.animtimer = self.animspeed
			if self.frame > #self.anims[self.currentanim] then
				self.frame = 1
			end
			self.bitmap:setTextureRegion(self.anims[self.currentanim][self.frame])
		end
	end
	self.bitmap:setPosition(128, 64)
end

-- FUNCTIONS
function Player:createAnim(xanimname, xstart, xfinish)
	self.anims[xanimname] = {}
	for i = xstart, xfinish do
		self.anims[xanimname][#self.anims[xanimname] + 1] = self.spritesheetimgs[i]
	end
end

If you are not using a class

-- 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)

In your game

Then all you need to do is create an instance of the player in your game class.

local myhero = Player.new()

Assets

You can pick the files from opengameart.org: