Need help on animations
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Need help on animations
Hello everyone,
i'm not an active poster here, but i need your help about animation i want to do based on a strange sprite sheet.
I want to create Game Over animation like this
https://youtu.be/aAQAlP3GPmE?t=8
right now, i can make animation only for G.. If i want to write the A, the G go away!
Does i need library like Anima8 to make this kind of animation?
Does i need to make a sprite sheet on a single row or i can use the sheet image i've posted?
Thanks for your help and advice!!
i'm not an active poster here, but i need your help about animation i want to do based on a strange sprite sheet.
I want to create Game Over animation like this
https://youtu.be/aAQAlP3GPmE?t=8
right now, i can make animation only for G.. If i want to write the A, the G go away!
Does i need library like Anima8 to make this kind of animation?
Does i need to make a sprite sheet on a single row or i can use the sheet image i've posted?
Thanks for your help and advice!!
Re: Need help on animations
You need only one image, which you can “crop” to multiple smaller with Quad
Can you post your code, so we can help you to make it work for all letters?
Re: Need help on animations
Thanks for your reply,
Here is my code, like you see, i've tryed a lot of thing!
Currently i've tested with table.insert.. but same problem!
Thanks again for your help.
Here is my code, like you see, i've tryed a lot of thing!
Currently i've tested with table.insert.. but same problem!
Code: Select all
if os.getenv("LOCAL_LUA_DEBUGGER_VSCODE") == "1" then
require("lldebugger").start()
end
love.graphics.setDefaultFilter("nearest")
local ttfont
local gameoverAnimation
local gameoverloop = true
--local frameRate
function FnGameOver()
local gameOver = {}
gameOver.spriteSheet = love.graphics.newImage('images/gameover.png')
gameOver.quads = {}
table.insert(gameOver.quads, love.graphics.newQuad(0,0, 35, 35, gameOver.spriteSheet:getWidth(), gameOver.spriteSheet:getHeight()))
table.insert(gameOver.quads, love.graphics.newQuad(35,0, 35, 35, gameOver.spriteSheet:getWidth(), gameOver.spriteSheet:getHeight()))
table.insert(gameOver.quads, love.graphics.newQuad(70,0,35,35, gameOver.spriteSheet:getWidth(), gameOver.spriteSheet:getHeight()))
table.insert(gameOver.quads, love.graphics.newQuad(0, 40, 17, 27, gameOver.spriteSheet:getWidth(), gameOver.spriteSheet:getHeight()))
gameOver.duration = 1
gameOver.currentTime = 0
return gameOver
end
function love.load()
--img_gameover = love.graphics.newImage('images/gameover.png')
ttfont = love.graphics.newFont('fonts/retro_gaming.ttf', 15)
gameoverAnimation = FnGameOver()
--[[
quad.x = 0
quad.y = 145
-- G
quad[1] = love.graphics.newQuad(0,0, 35, 35, img_gameover:getWidth(), img_gameover:getHeight())
quad[2] = love.graphics.newQuad(35,0, 35, 35, img_gameover:getWidth(), img_gameover:getHeight())
quad[3] = love.graphics.newQuad(70,0,35,35, img_gameover:getWidth(), img_gameover:getHeight())
quad[4] = love.graphics.newQuad(0, 40, 17, 27, img_gameover:getWidth(), img_gameover:getHeight())
quad[5] = love.graphics.newQuad(0, 73, 17, 27, img_gameover:getWidth(), img_gameover:getHeight())
quad[6] = love.graphics.newQuad(0, 106, 18, 26, img_gameover:getWidth(), img_gameover:getHeight())
-- A
quad.x = 35
quad.y = 145
quad[7] = love.graphics.newQuad(0,0, 35, 35, img_gameover:getWidth(), img_gameover:getHeight())
quad[8] = love.graphics.newQuad(35,0, 35, 35, img_gameover:getWidth(), img_gameover:getHeight())
quad[9] = love.graphics.newQuad(70,0,35,35, img_gameover:getWidth(), img_gameover:getHeight())
quad[10] = love.graphics.newQuad(40, 80, 17, 27, img_gameover:getWidth(), img_gameover:getHeight())
quad[11] = love.graphics.newQuad(0, 73, 17, 27, img_gameover:getWidth(), img_gameover:getHeight())
quad[12] = love.graphics.newQuad(0, 106, 18, 26, img_gameover:getWidth(), img_gameover:getHeight())
--]]
end
function love.draw()
local frameRate = math.floor(gameoverAnimation.currentTime / gameoverAnimation.duration * #gameoverAnimation.quads) + 1
love.graphics.print("FrameRate: "..frameRate)
love.graphics.draw(gameoverAnimation.spriteSheet, gameoverAnimation.quads[frameRate], 0, 145,0,1.5)
--[[love.graphics.setFont(ttfont)
local frameArrondie = math.floor(frameRate)
love.graphics.draw(img_gameover, quad[frameArrondie], quad.x, quad.y, 0, 2,2)
--]]
end
function love.update(dt)
if gameoverloop == true then
gameoverAnimation.currentTime = gameoverAnimation.currentTime + dt
if gameoverAnimation.currentTime >= gameoverAnimation.duration then
gameoverloop = false
gameoverAnimation.currentTime = gameoverAnimation.currentTime -1--- - gameoverAnimation.duration
end
end
--[[frameRate = frameRate + 6*dt
if frameRate >= #quad+1 then
frameRate = #quad
end
--]]
end
Re: Need help on animations
So your problem seems to be that you draw only one quad, so if you animated G, you are drawing only A. First, you have to save positions and quads animations for all letters like this:
And then, you can draw all finished and then the current animating
(code not tested)
Code: Select all
-- we can reuse repeating quads like
local repeating_quad_1 = love.graphics.newQuad(0, 0, 5, 5, img_gameover), -- also note that you can pass only texture to it instead of width and height
animation = {
-- G
{
x = 0,
y = 145,
quads = {
repeating_quad_1,
-- and then we create letter-specific quads
love.graphics.newQuad(0, 0, 35, 35, img_gameover),
love.graphics.newQuad(35, 0, 35, 35, img_gameover),
-- your quads here
}
},
-- A
{
x = 0,
y = 145,
quads = {
repeating_quad_1,
love.graphics.newQuad(0, 0, 35, 35, img_gameover),
love.graphics.newQuad(35, 0, 35, 35, img_gameover),
-- your quads here
}
},
}
Code: Select all
function love.draw()
-- draw already animated
for i = 1, math.floor(animationFrame / animationQuadsInLetter) do -- highest complete letter (if exists)
local anim = animation[i]
love.graphics.draw(img_gameover, anim.quads[#anim.quads] anim.x, anim.y)
end
-- draw current animation
local anim = animation[math.floor(animationFrame / animationQuadsInLetter)]
love.graphics.draw(img_gameover, anim.quads[animationFrame % (animationQuadsInLetter + 1)], anim.x, anim.y)
end
local time = 0
local duration = .2
local animationFrame = 1
function love.update(dt)
-- update animation frame based on time
time = time + dt
if time > duration then
animationFrame = animationFrame + 1
time = time - duration
end
end
Re: Need help on animations
ohhh!! nice! Thanks a lot for your help, i will check that! I will let you know if everything works fine!
Re: Need help on animations
sorry for the noob question, what is the animationQuadsInLetter variable? the number of letter? is it a float or an integer?Andlac028 wrote: ↑Sun Jan 08, 2023 7:04 am So your problem seems to be that you draw only one quad, so if you animated G, you are drawing only A. First, you have to save positions and quads animations for all letters like this:And then, you can draw all finished and then the current animatingCode: Select all
-- we can reuse repeating quads like local repeating_quad_1 = love.graphics.newQuad(0, 0, 5, 5, img_gameover), -- also note that you can pass only texture to it instead of width and height animation = { -- G { x = 0, y = 145, quads = { repeating_quad_1, -- and then we create letter-specific quads love.graphics.newQuad(0, 0, 35, 35, img_gameover), love.graphics.newQuad(35, 0, 35, 35, img_gameover), -- your quads here } }, -- A { x = 0, y = 145, quads = { repeating_quad_1, love.graphics.newQuad(0, 0, 35, 35, img_gameover), love.graphics.newQuad(35, 0, 35, 35, img_gameover), -- your quads here } }, }
(code not tested)Code: Select all
function love.draw() -- draw already animated for i = 1, math.floor(animationFrame / animationQuadsInLetter) do -- highest complete letter (if exists) local anim = animation[i] love.graphics.draw(img_gameover, anim.quads[#anim.quads] anim.x, anim.y) end -- draw current animation local anim = animation[math.floor(animationFrame / animationQuadsInLetter)] love.graphics.draw(img_gameover, anim.quads[animationFrame % (animationQuadsInLetter + 1)], anim.x, anim.y) end local time = 0 local duration = .2 local animationFrame = 1 function love.update(dt) -- update animation frame based on time time = time + dt if time > duration then animationFrame = animationFrame + 1 time = time - duration end end
Thanks for your help it's working except i get a nil value on anim at the end of the animation.
Re: Need help on animations
Thanks, but do you have an idea why i get a nil after the last animation?
here is the code.
Code: Select all
if os.getenv("LOCAL_LUA_DEBUGGER_VSCODE") == "1" then
require("lldebugger").start()
end
love.graphics.setDefaultFilter("nearest")
local ttfont
local gameoverAnimation
local gameoverloop = true
local img_gameover
local repeating_quad_1
local time = 0
local duration = .2
local animationFrame = 2
function FnGameOver()
local gameOver = {}
gameOver.spriteSheet = love.graphics.newImage('images/gameover.png')
gameOver.quads = {}
table.insert(gameOver.quads, love.graphics.newQuad(0,0, 35, 35, gameOver.spriteSheet:getWidth(), gameOver.spriteSheet:getHeight()))
table.insert(gameOver.quads, love.graphics.newQuad(35,0, 35, 35, gameOver.spriteSheet:getWidth(), gameOver.spriteSheet:getHeight()))
table.insert(gameOver.quads, love.graphics.newQuad(70,0,35,35, gameOver.spriteSheet:getWidth(), gameOver.spriteSheet:getHeight()))
table.insert(gameOver.quads, love.graphics.newQuad(0, 40, 17, 27, gameOver.spriteSheet:getWidth(), gameOver.spriteSheet:getHeight()))
gameOver.duration = 1
gameOver.currentTime = 0
return gameOver
end
function love.load()
img_gameover = love.graphics.newImage('images/gameover.png')
ttfont = love.graphics.newFont('fonts/retro_gaming.ttf', 15)
--gameoverAnimation = FnGameOver()
repeating_quad_1 = love.graphics.newQuad(0,0,35,35, img_gameover)
gameoverAnimation = {
-- G
{
x = 0,
y = 145,
quads = {
repeating_quad_1,
love.graphics.newQuad(0,0, 35, 35, img_gameover),
love.graphics.newQuad(35,0, 35, 35, img_gameover),
love.graphics.newQuad(70,0,35,35, img_gameover),
love.graphics.newQuad(0, 40, 17, 27, img_gameover),
love.graphics.newQuad(0, 73, 17, 27, img_gameover),
love.graphics.newQuad(0, 106, 18, 26, img_gameover)
}
},
-- A
{
x = 35,
y = 145,
quads = {
repeating_quad_1,
love.graphics.newQuad(0,0, 35, 35, img_gameover),
love.graphics.newQuad(35,0, 35, 35, img_gameover),
love.graphics.newQuad(70,0,35,35, img_gameover),
love.graphics.newQuad(40, 80, 17, 27, img_gameover),
love.graphics.newQuad(0, 73, 17, 27, img_gameover),
love.graphics.newQuad(0, 106, 18, 26, img_gameover)
}
}
}
end
function love.draw()
for i = 1, math.floor(animationFrame / 6) do -- highest complete letter (if exists)
local anim = gameoverAnimation[i]
love.graphics.draw(img_gameover, anim.quads[#anim.quads], anim.x, anim.y)
end
--local anim = gameoverAnimation[math.floor(animationFrame / 6)]
--love.graphics.draw(img_gameover, anim.quads[animationFrame % (1 + 1)], anim.x, anim.y)
end
function love.update(dt)
time = time + dt
if time > duration then
animationFrame = animationFrame + 1
time = time - duration
end
end
I'm unable to figure out why. Maybe it's a bit too much level for me! hehe
Thanks.
Re: Need help on animations
Oh, my bad, Lua is starting indexing from 1, not from 0 (that's why you have nil value, as expression to compute index returns 0 for first element(s)), so it should be something like this instead:
Code: Select all
local anim = gameoverAnimation[math.floor((animationFrame - 1) / 6) + 1]
love.graphics.draw(img_gameover, anim.quads[(animationFrame - 1) % 6 + 1], anim.x, anim.y)
Re: Need help on animations
thanks, i still get nil on anim after the animation, but i will try to solve it by myself, i'm totally noob.. hehe thanks again for your help.
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