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tesselode / sodapop

Licence: other
A sprite and animation library for LÖVE. (not currently maintained)

Programming Languages

lua
6591 projects

Sodapop

Sodapop is a sprite/animation library for LÖVE. It allows you to create sprites with a variety of animations, and it lets you easily do common transformations when drawing the sprites.

Example

function love.load()
  sodapop = require 'sodapop'

  playerSprite = sodapop.newAnimatedSprite(100, 200)
  playerSprite:addAnimation('walk', {
    image        = love.graphics.newImage 'walk.png',
    frameWidth   = 64,
    frameHeight  = 64,
    frames       = {
      {1, 1, 4, 1, .2},
    },
  })
  playerSprite:addAnimation('burrow', {
    image       = love.graphics.newImage 'burrow.png',
    frameWidth  = 64,
    frameHeight = 64,
    stopAtEnd   = true,
    frames      = {
      {1, 1, 12, 1, .05},
    },
  })
  playerSprite:addAnimation('unburrow', {
    image        = love.graphics.newImage 'burrow.png',
    frameWidth   = 64,
    frameHeight  = 64,
    stopAtEnd    = true,
    reverse      = true,
    onReachedEnd = function() playerSprite:switch 'walk' end,
    frames       = {
      {1, 1, 12, 1, .05},
    },
  })
end

function love.update(dt)
  playerSprite:update(dt)
end

function love.keypressed(key)
  if key == 'left' then playerSprite.flipX = true end
  if key == 'right' then playerSprite.flipX = false end
  if key == 'down' then playerSprite:switch 'burrow' end
  if key == 'up' then playerSprite:switch 'unburrow' end
end

function love.draw()
  playerSprite:draw()
end

API

sprite = sodapop.newAnimatedSprite(x, y)

Creates a new sprite.

  • x (number) - the x coordinate of the center of the sprite.
  • y (number) - the y coordinate of the center of the sprite.

Note: you do not have to include x and y if you use anchor functions (see below).

sprite:addAnimation(name, parameters)

Adds an animation to the sprite.

  • name (string) - the name of the animation.
  • parameters (table) - a table containing parameters.

Parameters:

  • image (image) - the image the animation should use.
  • frameWidth (number) - the width of each frame of animation.
  • frameHeight (number) - the height of each frame of animation.
  • stopAtEnd (boolean, default=false) - whether the animation should stop when it reaches the last frame.
  • onReachedEnd (function, optional) - a function to call when the animation reaches the last frame.
  • reverse (boolean, default=false) - whether the list of frames should be reversed after they are added.
  • frames (table) - a list of frames. Frames are tables with the form {x1, y1, x2, y2, duration}.
    • x1 (number) - the leftmost frame to load (in frames, not pixels).
    • y1 (number) - the topmost frame to load (in frames, not pixels).
    • x2 (number) - the rightmost frame to load (in frames, not pixels).
    • y2 (number) - the bottommost frame to load (in frames, not pixels).
    • duration (number) - how long the frame should last (in seconds).
    • Note: frames are added left to right, top to bottom.

Example:

sprite:addAnimation('unburrow', {
  image        = love.graphics.newImage 'burrow.png',
  frameWidth   = 64,
  frameHeight  = 64,
  stopAtEnd    = true,
  reverse      = true,
  onReachedEnd = function() sprite:switch 'walk' end,
  frames       = {
    {1, 1, 3, 4, .05},
    {4, 4, 4, 4, .1},
  },
})

sprite:switch(name, resume)

Switches the sprite to a different animation.

  • name (string) - the name of the animation to switch to.
  • resume (boolean, default=false) - if true, the animation will continue from the frame that was playing last; if false, it will start over.

sprite:goToFrame(frame)

Jumps to a frame in the current animation.

  • frame (number) - the frame to jump to.

sprite:setAnchor(f)

Sets an anchor function for the sprite. When the sprite has an anchor function, it will automatically move to the coordinates returned by the function when you call sprite:update(). To remove the anchor function, call sprite:setAnchor() without any arguments.

Example:

--the sprite will automatically move to the mouse position
sprite:setAnchor(function()
  return love.mouse.getX(), love.mouse.getY()
end)

sprite:update(dt)

Updates the sprite.

  • dt (number) - the time between the current and previous updates.

sprite:draw(ox, oy)

Draws the sprite.

  • ox (number, optional) - the horizontal offset to draw the sprite with.
  • oy (number, optional) - the vertical offset to draw the sprite with.

Note: ox and oy do not take the scale of the sprite into account. They are merely added on to the sprite's position.

sprite = sodapop.newSprite(image, x, y)

A shortcut function for creating a sprite with no animation. This function creates a sprite with one animation named "main" with one frame.

  • image (image) - the image the sprite should have.
  • x (number) - the x coordinate of the center of the sprite.
  • y (number) - the y coordinate of the center of the sprite.

Properties

Sprites have a number of properties you can set.

  • x (number) - the x coordinate of the center of the sprite.
  • y (number) - the y coordinate of the center of the sprite.
  • r (number, default=0) - the rotation of the sprite (around the center, in radians).
  • sx (number, default=1) - the horizontal scale of the sprite.
  • sy (number, default=1) - the vertical scale of the sprite.
  • flipX (boolean, default=false) - whether the sprite should be flipped horizontally.
  • flipY (boolean, default=false) - whether the sprite should be flipped vertically.
  • color (table, default={255, 255, 255, 255}) - the color the sprite should be drawn with (has the form {r, g, b, a}).
  • playing (boolean, default=true) - whether the current animation should play or not.
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