Difference between revisions of "AnAL"
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(Bringing it to the future.) |
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==Tutorial== | ==Tutorial== | ||
− | Shamelessly ripped from the old 0.5.0 tutorial (on the old wiki). | + | Shamelessly ripped from the old 0.5.0 tutorial (on the old wiki). And now hopefully runs on 0.6.x. |
[[Image:Explosion.png|thumb|A simple explosion.]] | [[Image:Explosion.png|thumb|A simple explosion.]] | ||
Line 27: | Line 27: | ||
Now let's look at how we can load this animation. | Now let's look at how we can load this animation. | ||
<source lang="lua"> | <source lang="lua"> | ||
− | function load() | + | function love.load() |
-- Load the animation source. | -- Load the animation source. | ||
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When this is done, two things remain: updating the animation, and displaying it. Updating is needed, because the animation needs to know how much time has passed in order to do frame changes. The full code for a working animation is listed below. | When this is done, two things remain: updating the animation, and displaying it. Updating is needed, because the animation needs to know how much time has passed in order to do frame changes. The full code for a working animation is listed below. | ||
<source lang="lua"> | <source lang="lua"> | ||
− | function load() | + | function love.load() |
local img = love.graphics.newImage("explosion.png") | local img = love.graphics.newImage("explosion.png") | ||
anim = newAnimation(img, 96, 96, 0.1, 0) | anim = newAnimation(img, 96, 96, 0.1, 0) | ||
end | end | ||
− | function update(dt) | + | function love.update(dt) |
-- Updates the animation. (Enables frame changes) | -- Updates the animation. (Enables frame changes) | ||
anim:update(dt) | anim:update(dt) | ||
end | end | ||
− | function draw() | + | function love.draw() |
-- Draw the animation at (100, 100). | -- Draw the animation at (100, 100). | ||
anim:draw(100, 100) | anim:draw(100, 100) | ||
Line 64: | Line 64: | ||
Moving on to animation modes. There are three predefined animation modes: loop, once and bounce. Loop is the default behavior. With this mode enabled, the animation will restart at the first frame when it reaches the end. With once mode enabled, it will play once, and then stop. Finally, with bounce the animation will reverse itself upon reaching the ends, causing it to "ping-pong" between the first and the last frame. You can set the mode like shown in the code block below. | Moving on to animation modes. There are three predefined animation modes: loop, once and bounce. Loop is the default behavior. With this mode enabled, the animation will restart at the first frame when it reaches the end. With once mode enabled, it will play once, and then stop. Finally, with bounce the animation will reverse itself upon reaching the ends, causing it to "ping-pong" between the first and the last frame. You can set the mode like shown in the code block below. | ||
<source lang="lua"> | <source lang="lua"> | ||
− | function load() | + | function love.load() |
local img = love.graphics.newImage("explosion.png") | local img = love.graphics.newImage("explosion.png") | ||
anim = newAnimation(img, 96, 96, 0.1, 0) | anim = newAnimation(img, 96, 96, 0.1, 0) |
Revision as of 14:05, 17 April 2010
AnAL (Animations And Love) is a library to replace 0.5.0's animations (removed in 0.6.0), with minimum code changes for the lover.
Contents
Code Changes
- love.graphics.newAnimation(...) becomes newAnimation(...)
- love.graphics.draw(anim, ...) becomes anim:draw(...)
- anim:setMode() uses string constants
Compat mode
It even features a compat mode, which adds love.graphics.newAnimation and changes love.graphics.draw.
Animations_legacy_support = true
Disadvantage is the changed behavior of love.graphics.draw, it calls a custom draw field on all tables passed.
Tutorial
Shamelessly ripped from the old 0.5.0 tutorial (on the old wiki). And now hopefully runs on 0.6.x.
This is our image, information:
- Dimensions: 480x288 px
- Frame size: 96x96 px
- Frames: 5x3 = 15
Now let's look at how we can load this animation.
function love.load()
-- Load the animation source.
local img = love.graphics.newImage("explosion.png")
-- Create animation.
anim = newAnimation(img, 96, 96, 0.1, 0)
end
First, we need to load the source image used for the animation. Then, we create the animation with newAnimation(). The first argument should be the source image we loaded earlier. The second is the frame width, the third is the frame height, and the fourth is the delay after each frame (in seconds). You do not need to worry about the size of the image, or the number of frames; that will be taken care of for you, if you specify number of frames as 0.
When this is done, two things remain: updating the animation, and displaying it. Updating is needed, because the animation needs to know how much time has passed in order to do frame changes. The full code for a working animation is listed below.
function love.load()
local img = love.graphics.newImage("explosion.png")
anim = newAnimation(img, 96, 96, 0.1, 0)
end
function love.update(dt)
-- Updates the animation. (Enables frame changes)
anim:update(dt)
end
function love.draw()
-- Draw the animation at (100, 100).
anim:draw(100, 100)
end
This should draw the animation at (100,100).
Moving on to animation modes. There are three predefined animation modes: loop, once and bounce. Loop is the default behavior. With this mode enabled, the animation will restart at the first frame when it reaches the end. With once mode enabled, it will play once, and then stop. Finally, with bounce the animation will reverse itself upon reaching the ends, causing it to "ping-pong" between the first and the last frame. You can set the mode like shown in the code block below.
function love.load()
local img = love.graphics.newImage("explosion.png")
anim = newAnimation(img, 96, 96, 0.1, 0)
-- Mode constants:
-- loop
-- bounce
-- once
-- Sets the mode to "bounce"
anim:setMode("bounce")
end
Docs
Function list
Following is a list of functions.
- addFrame(x, y, w, h, delay)
- setMode(mode)
- play()
- stop()
- reset()
- seek(frame)
- getCurrentFrame()
- getSize()
- setDelay(frame, delay)
- setSpeed(speed)
- getSpeed()
- getWidth()
- getHeight()
- update(dt)
Description
For the functions with arguments here are a few descriptions (the others are self-explanatory).
addFrame
- x: The x position of the frame in the image
- y: The y position of the frame in the image
- w: The width of the frame
- h: The height of the frame
- delay: How much time before going to the next frame
setMode
- mode: The mode, can be either "once", "loop" (default) or "bounce", more info in the tutorial
seek
- frame: The frame to go to in the animation
setDelay
- frame: The frame to change the delay of
- delay: How much time before going to the next frame
setSpeed
- speed: The speed of the animation, 1 being real time, 2 being twice as fast
update
- dt: Update the animation to allow it to go to the next frame.
See Also
Bartbes, creator and maintainer of AnAL.