Types/Animation
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.
Properties
filename
Type:Types/FileName
stripes
Type: Types/Stripes
Alternative picture specification to filename, it can specify more files to be used and composed as the input.
priority
Type:Types/string
Possible values:
- extra-high
- high
- medium
- low
- very-low
width
Type: Types/uint32
Width of one frame in pixels.
pre v0.11 frame_width was used.
height
Type: Types/uint32
Height of one frame in pixels.
pre v0.11 frame_height was used.
frame_count
Type: Types/uint32
line_length
Type: Types/uint32
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.
run_mode
Type: Types/string
Possible values are:
- forward
- backward
- forward-then-backward
animation_speed
Type: Types/float
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.
x
Type: Types/uint32
Default: 0
Horizontal position of the animation in the source file in pixels.
y
Type: Types/uint32
Default: 0
Vertical position of the animation in the source file in pixels.
shift
Type: Types/vector
Default: 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).
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 }
},