Sprite API documentation

Version: alpha

FUNCTIONS
sprite.play_flipbook() Play an animation on a sprite component
sprite.set_hflip() set horizontal flipping on a sprite's animations
sprite.set_vflip() set vertical flipping on a sprite's animations
MESSAGES
animation_done reports that an animation has completed
play_animation play a sprite animation
PROPERTIES
animation hash sprite animation
cursor number sprite cursor
frame_count hash sprite frame_count
image hash sprite image
material hash sprite material
playback_rate number sprite playback_rate
scale vector3 sprite scale
size vector3 sprite size
slice vector3 sprite slice

Functions

sprite.play_flipbook()

sprite.play_flipbook(url,id,[complete_function],[play_properties])

Play an animation on a sprite component from its tile set An optional completion callback function can be provided that will be called when the animation has completed playing. If no function is provided, a animation_done message is sent to the script that started the animation.

PARAMETERS

url string, hash, url the sprite that should play the animation
id string, hash hashed id of the animation to play
[complete_function] function(self, message_id, message, sender) function to call when the animation has completed.
self
object The current object.
message_id
hash The name of the completion message, "animation_done".
message
table Information about the completion:
  • number current_tile - the current tile of the sprite.
  • hash id - id of the animation that was completed.
sender
url The invoker of the callback: the sprite component.
[play_properties] table optional table with properties:
offset
number the normalized initial value of the animation cursor when the animation starts playing.
playback_rate
number the rate with which the animation will be played. Must be positive.

EXAMPLES

The following examples assumes that the model has id "sprite". How to play the "jump" animation followed by the "run" animation:
local function anim_done(self, message_id, message, sender)
  if message_id == hash("animation_done") then
    if message.id == hash("jump") then
      -- jump animation done, chain with "run"
      sprite.play_flipbook(url, "run")
    end
  end
end
function init(self)
  local url = msg.url("#sprite")
  sprite.play_flipbook(url, "jump", anim_done)
end

sprite.set_hflip()

sprite.set_hflip(url,flip)

Sets horizontal flipping of the provided sprite's animations. The sprite is identified by its URL. If the currently playing animation is flipped by default, flipping it again will make it appear like the original texture.

PARAMETERS

url string, hash, url the sprite that should flip its animations
flip boolean true if the sprite should flip its animations, false if not

EXAMPLES

How to flip a sprite so it faces the horizontal movement:
function update(self, dt)
  -- calculate self.velocity somehow
  sprite.set_hflip("#sprite", self.velocity.x < 0)
end
It is assumed that the sprite component has id "sprite" and that the original animations faces right.

sprite.set_vflip()

sprite.set_vflip(url,flip)

Sets vertical flipping of the provided sprite's animations. The sprite is identified by its URL. If the currently playing animation is flipped by default, flipping it again will make it appear like the original texture.

PARAMETERS

url string, hash, url the sprite that should flip its animations
flip boolean true if the sprite should flip its animations, false if not

EXAMPLES

How to flip a sprite in a game which negates gravity as a game mechanic:
function update(self, dt)
  -- calculate self.up_side_down somehow, then:
  sprite.set_vflip("#sprite", self.up_side_down)
end
It is assumed that the sprite component has id "sprite" and that the original animations are up-right.

Messages

animation_done

This message is sent to the sender of a play_animation message when the animation has completed. Note that this message is sent only for animations that play with the following playback modes:

  • Once Forward
  • Once Backward
  • Once Ping Pong
See play_animation for more information and examples of how to use this message.

current_tile number the current tile of the sprite
id hash id of the animation that was completed

EXAMPLES

How to sequence two animations together.
function init(self)
  -- play jump animation at init
  msg.post("#sprite", "play_animation", {id = hash("jump")})
end

function on_message(self, message_id, message, sender)
  -- check for animation done response
  if message_id == hash("animation_done") then
    -- start the walk animation
    msg.post("#sprite", "play_animation", { id = hash("walk") })
  end
end

play_animation

Post this message to a sprite component to make it play an animation from its tile set.

id hash the id of the animation to play

EXAMPLES

In the example, it is assumed that the instance of the script has a sprite-component with id "sprite". The sprite itself is assumed to be bound to a tile set with animations "walk" and "jump".
msg.post("#sprite", "play_animation", {id = hash("jump")})

Properties

animation

READ ONLY The current animation id. An animation that plays currently for the sprite. The type of the property is hash.

EXAMPLES

How to get the animation on component "sprite":
function init(self)
  local animation = go.get("#sprite", "animation")
end

cursor

The normalized animation cursor. The type of the property is number.

EXAMPLES

How to get the normalized cursor value:
function init(self)
  -- Get the cursor value on component "sprite"
  local cursor = go.get("#sprite", "cursor")
end
How to animate the cursor from 0.0 to 1.0 using linear easing for 2.0 seconds:
function init(self)
  -- Set the cursor on component "sprite" to make the animation go from 0
  go.set("#sprite", "cursor", 0.0)
  -- Animate the cursor value
  go.animate("#sprite", "cursor", go.PLAYBACK_LOOP_FORWARD, 1.0, go.EASING_LINEAR, 2)
end

frame_count

READ ONLY The frame count of the currently playing animation.

EXAMPLES

How to get the frame_count on component "sprite":
function init(self)
  local frame_count = go.get("#sprite", "frame_count")
end

image

The image used when rendering the sprite. The type of the property is hash.

EXAMPLES

How to set image using a script property (see resource.atlas)
go.property("my_image", resource.atlas("/atlas.atlas"))
function init(self)
  go.set("#sprite", "image", self.my_image)
end
See resource.set_texture for an example on how to set the texture of an atlas.

material

The material used when rendering the sprite. The type of the property is hash.

EXAMPLES

How to set material using a script property (see resource.material)
go.property("my_material", resource.material("/material.material"))
function init(self)
  go.set("#sprite", "material", self.my_material)
end

playback_rate

The animation playback rate. A multiplier to the animation playback rate. The type of the property is number. The playback_rate is a non-negative number, a negative value will be clamped to 0.

EXAMPLES

How to set the playback_rate on component "sprite" to play at double the current speed:
function init(self)
  -- Get the current value on component "sprite"
  playback_rate = go.get("#sprite", "playback_rate")
  -- Set the playback_rate to double the previous value.
  go.set("#sprite", "playback_rate", playback_rate * 2)
end

scale

The non-uniform scale of the sprite. The type of the property is vector3.

EXAMPLES

How to scale a sprite independently along the X and Y axis:
function init(self)
  -- Double the y-axis scaling on component "sprite"
     local yscale = go.get("#sprite", "scale.y")
     go.set("#sprite", "scale.y", yscale * 2)
end

size

The size of the sprite, not allowing for any additional scaling that may be applied. The type of the property is vector3. It is not possible to set the size if the size mode of the sprite is set to auto.

EXAMPLES

How to query a sprite's size, either as a vector or selecting a specific dimension:
function init(self)
  -- get size from component "sprite"
  local size = go.get("#sprite", "size")
  local sx = go.get("#sprite", "size.x")
  -- do something useful
  assert(size.x == sx)
end

slice

The slice values of the sprite. The type of the property is a vector4 that corresponds to the left, top, right, bottom values of the sprite in the editor. It is not possible to set the slice property if the size mode of the sprite is set to auto.

EXAMPLES

How to query a sprite's slice values, either as a vector or selecting a specific dimension:
function init(self)
  local slice = go.get("#sprite", "slice")
  local slicex = go.get("#sprite", "slice.x")
  assert(slice.x == slicex)
end
Animate the slice property with go.animate:
function init(self)
  -- animate the entire slice vector at once
  go.animate("#sprite", "slice", go.PLAYBACK_LOOP_PINGPONG, vmath.vector4(96, 96, 96, 96), go.EASING_INCUBIC, 2)
  -- or animate a single component
  go.animate("#sprite", "slice.y", go.PLAYBACK_LOOP_PINGPONG, 32, go.EASING_INCUBIC, 8)
end