Types/Animation: Difference between revisions
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'''Type''': [[Types/SpriteSizeType]] | '''Type''': [[Types/SpriteSizeType]] | ||
Width of one frame in pixels, from | Width of one frame in pixels, from 1-8192. | ||
=== height === | === height === | ||
'''Type''': [[Types/SpriteSizeType]] | '''Type''': [[Types/SpriteSizeType]] | ||
Height of one frame in pixels, from | Height of one frame in pixels, from 1-8192. | ||
=== frame_count === | === frame_count === |
Revision as of 12:22, 4 March 2019
Basics
Specifies animation that can be used in the game.
Note that if any frame of the animation is specified from the same source as any other Types/Sprite or frame of other animation, it will be shared.
Mandatory properties
width
Type: Types/SpriteSizeType
Width of one frame in pixels, from 1-8192.
height
Type: Types/SpriteSizeType
Height of one frame in pixels, from 1-8192.
frame_count
Type: Types/uint32
Can't be 0.
Optional properties
layers
Type: Types/table of Types/Animation
If this property is present, all Animation definitions have to be placed as entries in the array, and they will all be loaded from there. Each item (Animation definition) in the array may also have the layers
property.
If this property is present, all other properties are ignored and the mandatory properties do not have to be defined.
hr_version
Type: Types/Animation
If this property exists and high resolution sprites are turned on, its contents are used to load the Animation.
filename
Type: Types/FileName
Default: ""
Mandatory if "stripes"
is not specified.
priority
Type: Types/string
Default: "medium"
Possible values:
- "extra-high-no-scale"
- "extra-high"
- "high"
- "medium"
- "low"
- "very-low"
flags
Type: Types/SpriteFlags
x
Type: Types/SpriteSizeType
Default: 0
Horizontal position of the animation in the source file in pixels.
y
Type: Types/SpriteSizeType
Default: 0
Vertical position of the animation in the source file in pixels.
shift
Type: Types/vector
Default: {0, 0}
scale
Type: Types/double
Default: 1
Values different than 1 specify the scale of the animation on default zoom. Scale 2 means that the picture will be 2 times bigger on screen (and more pixelated).
draw_as_shadow
Type: Types/bool
Default: false
apply_runtime_tint
Type: Types/bool
Default: false
tint
Type: Types/Color
Default: {r=1, g=1, b=1, a=1} (white)
blend_mode
Type: Types/string
Default: "normal"
Possible values:
- "normal"
- "additive"
- "additive-soft"
- "multiplicative"
- "overwrite"
load_in_minimal_mode
Type: Types/bool
Default: false
premul_alpha
Type: Types/bool
Default: true
run_mode
Type: Types/string
Default: "forward"
Possible values are:
- forward
- backward
- forward-then-backward
line_length
Type: Types/uint32
Default: 0
Once the specified number of pictures is loaded, other pictures are loaded on other line. This is to allow having longer animations in matrix, to avoid pictures with too big width. The game engine limits the width of any input picture to 2048px, so it is compatible with most graphics cards.
animation_speed
Type: Types/float
Default: 1
Modifier of the animation playing speed, the default is 1, which means one animation frame per tick (60 fps). The speed of playing can often vary depending on the usage (output of steam engine for example). Can't be 0.
max_advance
Type: Types/float
Default: MAX_FLOAT
repeat_count
Type: Types/uint8
Default: 1
Can't be 0.
stripes
Example
Specification of animation of electric furnace
on_animation =
{
filename = "__base__/graphics/entity/electric-furnace/electric-furnace.png",
priority = "high",
x = 131,
frame_width = 131,
frame_height = 102,
frame_count = 12,
animation_speed = 0.5, --0.5 frames per tick, so 2 ticks per animation frame, so 30 frames per second
shift = {0.5, 0.05 }
},