https://github.com/patrixr/love-animation
:green_heart: A minimal Love2D animation library
https://github.com/patrixr/love-animation
animation game-development hacktoberfest love2d love2d-animation-library lua sprites
Last synced: 4 months ago
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:green_heart: A minimal Love2D animation library
- Host: GitHub
- URL: https://github.com/patrixr/love-animation
- Owner: patrixr
- License: mit
- Created: 2013-10-20T15:27:07.000Z (about 12 years ago)
- Default Branch: master
- Last Pushed: 2019-10-17T09:35:38.000Z (about 6 years ago)
- Last Synced: 2024-04-13T16:33:49.723Z (over 1 year ago)
- Topics: animation, game-development, hacktoberfest, love2d, love2d-animation-library, lua, sprites
- Language: Lua
- Homepage:
- Size: 70.3 KB
- Stars: 29
- Watchers: 5
- Forks: 3
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
- awesome-love2d - lovanim - A minimal stateful animation library. (Animation)
README
Love2D Animation library
==============
A utility class to create animated sprites with Love2D.
Every animation is defined by:
* an image file
* an animation file (.lua)
The animation file describes the different frames and states of the animation, as well as the animation properties.
Take a look at [animation.template.lua](animation.template.lua) for an example.
## Quick start
**Loading the animation**
```lua
local anim = LoveAnimation.new('sprites/animation1.lua');
```
**Updating the animation**
```lua
function love.update(dt)
-- update things ...
anim:update(dt)
end
```
**Drawing the animation**
```lua
function love.draw()
-- draw things ...
anim:draw()
end
```
**Changing the animation state**
```lua
anim:setState("jump")
```
## Features
### Changing state
Each state represent a row of the spritesheet, and has been defined in the animation file
```lua
anim:setState('jump')
```
Each state contains a `nextState` property which will run when all the frames have been iterated through.
To create a looping animation, a state can simply have itself as the `nextState`
Reading the current state can be done with
```lua
anim:getCurrentState()
```
### Speeding up / Slowing down
A "speed multiplier" can be set to either speed up or slow down the animation
```lua
anim:setSpeedMultiplier(0.5) -- slow down
anim:setSpeedMultiplier(2) -- speed up
```
### Pausing the animation
```lua
anim:pause()
anim:unnpause()
anim:togglePause()
```
### Callbacks
```lua
function doSomething()
end
anim:onStateStart('jumpStart', doSomething)
```
### Cloning the animation
To create multiple instances of an animation, a clone method exists
```lua
anim:clone()
```
### Scaling
The `draw` method accepts scaling arguments in order to change the size of the image
```lua
anim:draw(scaleX, scaleY)
```
### Position / Geometry / Intersections
```lua
anim:getGeometry()
anim:intersects(x,y,width,height)
anim:setPosition(x, y)
anim:setRotation(r)
anim:setRelativeOrigin(ox, oy)
anim:setHorizontalFlip(true);
anim:getFrameWidth();
anim:getFrameHeight();
anim:getFrameDimension();
```
### Visibility
```lua
anim:setVisibility(false)
```
## Jumping to specific frames
The current frame can be manually selected
```lua
anim:setCurrentFrame(3)
```