Ecosyste.ms: Awesome

An open API service indexing awesome lists of open source software.

Awesome Lists | Featured Topics | Projects

https://github.com/loudoweb/spriterhaxeengine

Engine to use Brashmonkey's Spriter SCML for haxe.
https://github.com/loudoweb/spriterhaxeengine

brashmonkey-spriter-scml haxe openfl spriter

Last synced: 25 days ago
JSON representation

Engine to use Brashmonkey's Spriter SCML for haxe.

Awesome Lists containing this project

README

        

SpriterHaxeEngine
=============

The point of this project is to offer a Brashmonkey's Spriter SCML renderer compatible with Haxe 3 and openfl.
Base code of SCML definitions from http://www.brashmonkey.com/ScmlDocs/ScmlReference.html

Inspired by
- https://github.com/Acemobe/SpriterAS3Anim
- https://bitbucket.org/ClockworkMagpie/haxe-spriter/
- https://github.com/ibilon/HaxePunk-Spriter

Install:
``haxelib install SpriterHaxeEngine``

Choose your drawing library:

```as3
/**
* Example with the TilemapLibrary which uses openfl-atlas (haxelib install openfl-atlas)
*/
//set the root canvas where to add all the animations
var spriterRoot:Sprite = new Sprite();
addChild(spriterRoot);
//get an atlas
var tileset:TilesetEx = new SpriterTileset(Assets.getBitmapData('assets/atlas.png'), Assets.getText('assets/atlas.xml'));
//choose a rendering method.
var lib = new TilemapLibrary([tileset], spriterRoot, stage.stageWidth, stage.stageHeight);

/**
* Example with the BitmapLibrary which uses BitmapData.copypixels() and BitmapData.draw()
*/
//set the root canvas where to add all the animations
var canvas:BitmapData = new BitmapData(800, 480);
var spriterRoot:Bitmap = new Bitmap(canvas, PixelSnapping.AUTO, true);
addChild(spriterRoot);
//choose a rendering method.
var lib:BitmapLibrary = new BitmapLibrary('assets/', canvas);

/**
* Other libraries exist to use Spriter with flixel and other rendering method!
*/
```

Instantiate the engine:

```as3
//Create the engine.
//you can specify a default scml or you can specify it later in addSpriter()
engine = new SpriterEngine(Assets.getText('assets/test.scml'), lib );

//Add a Spriter in the engine. A Spriter contains all data from the scml (all entities, animations, boxes, tags...)
//By default, it will play the first animation of the first entity of your scml
engine.addSpriter('uniqueId', x, y);

//Set the "run" animation of the entity
engine.getSpriter('uniqueId').playAnim('run', myCallback);

//Apply the "gun" map of the entity
engine.getSpriter('uniqueId').applyCharacterMap('gun', true);

//Update on enter frame to draw all Spriters on screen
engine.update();

//Callback on end anim
function myCallback(s:Spriter):Void

//callback
engine.getSpriterAt(0).onVarChanged = function varCallback(name:String, value:Dynamic):Void{}
engine.getSpriterAt(0).onEvent = function eventCallback(name:String):Void{}
engine.getSpriterAt(0).onSound = function soundCallback(name:String):Void{}

//current points and boxes
var points:Array = engine.getSpriterAt(0).points;
var boxes:Array = engine.getSpriterAt(0).boxes;

//current tags
var tags:Array = engine.getSpriterAt(0).tags;

//current variables values
var value:Dynamic = engine.getSpriterAt(0).getVariable('myVar');

//stack anims
engine.getSpriter('uniqueId').playAnimsStackFromEntity("entityName", ["anim1","anim2"], myCallback).

```

Spriter Haxe Engine Features
--------------

**SCML API**

**Engine**
- Can be overrided to fit your need
- simple z-ordering
- Fixed tick, variable tick or use your own time
- Pause
- simple auto removal
- default scml

**Spriter entity**
- character mapping by name
- change animation easily by name in a Spriter entity
- callback when animation ended
- play, stack anim, pause
- you can display duplicate of spriter entity and manipulate them separatly
- callback when events, sounds are triggered
- callback when variables change
- Points (usage example : to shot a bullet when gun fire)
- Boxes (usage example : hitbox)
- Tags (usage example : state vulnerable)
- sub entities
- playing backward and reflect

**Libraries**
- TilemapLibrary (use openfl tilemap, dependency: [openfl](https://github.com/openfl/openfl), [openfl-atlas](https://github.com/loudoweb/openfl-atlas))
- Simple bitmap library (bitmaps handled with addChild, dependency : [openfl](https://github.com/openfl/openfl))
- BitmapData library (copypixels, dependency : [openfl](https://github.com/openfl/openfl))
- Tilelayer library (drawTiles using only one tilesheet)(dependency : [openfl-tilelayer](https://github.com/elsassph/openfl-tilelayer) and [openfl](https://github.com/openfl/openfl)).
- DrawTiles library (using many tilesheets)(dependency : [openfl-tilelayer](https://github.com/elsassph/openfl-tilelayer) and [openfl](https://github.com/openfl/openfl)).
- Flixel Library (atlas support or bitmaps handled with addChild, dependency : [flixel](https://github.com/HaxeFlixel/flixel)) by Zaphod
- Heaps Library (h3d/heaps, dependency : [heaps](https://github.com/ncannasse/heaps) ) by Delahee
- Luxe Library (dependency : [luxe](https://github.com/underscorediscovery/luxe) )
- override the AbstractLibrary to provide a new library

**Other features**
- own texture packer exporter
- macro to parse scml into binaries

**Cross-platform**
- flash
- windows
- neko
- android
- html5

TODO
----
- interpolation on variable
- variable/tags of sub entities
- add tilesheet stage 3d support : https://github.com/as3boyan/TilesheetStage3D/
- add ash and haxepunk support
- add Flambe support (waiting for pull request, see here https://github.com/quinnhoener/SpriterHaxeEngine)
- add Kha support (waiting for pull request, see here https://github.com/sh-dave/SpriterHaxeEngine/tree/dev)
- Optimized engine : draw call only when needed. So "instant" keys are not updated between keys.
- animation callback optimization
- check Garbage collector

WIKI
-----------
The [wiki](https://github.com/loudoweb/SpriterHaxeEngine/wiki) provides more details on features and how it works.

Examples
------------
- Please see this repo : https://github.com/loudoweb/Spriter-Example

Additional information
------------
- compatible with Spriter r6.1
- With Tilelayer library, don't use openfl-bitfive for html5 target.


Known issues
------------
- Please use the best rendering method according to your target.