Functions, messages and properties used to manipulate sprite components.
reports that an animation has completed
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:
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
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
number sprite cursor
The normalized animation cursor. The type of the property is number.
How to get the normalized cursor value:
function init(self) -- Get the cursor value on component "sprite" 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) -- Get the current value on component "sprite" 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
play a sprite 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
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")})
number sprite 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.
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
vector3 sprite scale
The non-uniform scale of the sprite. The type of the property is vector3.
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
vector3 sprite size
READ ONLY Returns the size of the sprite, not allowing for any additional scaling that may be applied. The type of the property is vector3.
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
Play an animation on a sprite component
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.
url -
string | hash | url the sprite that should play the animation
id -
hash name hash of the animation to play
[complete_function] -
function(self, message_id, message, sender)) function to call when the animation has completed.
self
message_id
"animation_done"
.message
current_tile
- the current tile of the sprite.id
- id of the animation that was completed.sender
[play_properties] -
table optional table with properties:
offset
playback_rate
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("model_animation_done") then if message.id == hash("jump") then -- open 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
reset a shader constant for a sprite
Resets a shader constant for a sprite component. The constant must be defined in the material assigned to the sprite. Resetting a constant through this function implies that the value defined in the material will be used. Which sprite to reset a constant for is identified by the URL.
url -
string | hash | url the sprite that should have a constant reset
constant -
string | hash name of the constant
The following examples assumes that the sprite has id "sprite" and that the default-material in builtins is used, which defines the constant "tint". If you assign a custom material to the sprite, you can reset the constants defined there in the same manner.
How to reset the tinting of a sprite:
function init(self) sprite.reset_constant("#sprite", "tint") end
set a shader constant for a sprite
Sets a shader constant for a sprite component.
The constant must be defined in the material assigned to the sprite.
Setting a constant through this function will override the value set for that constant in the material.
The value will be overridden until sprite.reset_constant
is called.
Which sprite to set a constant for is identified by the URL.
url -
string | hash | url the sprite that should have a constant set
constant -
string | hash name of the constant
value -
vector4 of the constant
The following examples assumes that the sprite has id "sprite" and that the default-material in builtins is used, which defines the constant "tint". If you assign a custom material to the sprite, you can set the constants defined there in the same manner.
How to tint a sprite red:
function init(self) sprite.set_constant("#sprite", "tint", vmath.vector4(1, 0, 0, 1)) end
set horizontal flipping on a sprite's animations
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.
url -
string | hash | url the sprite that should flip its animations
flip -
boolean true
if the sprite should flip its animations, false
if not
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.
set vertical flipping on a sprite's animations
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.
url -
string | hash | url the sprite that should flip its animations
flip -
boolean true
if the sprite should flip its animations, false
if not
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.
hash sprite texture0
READ ONLY Returns the texture path hash of the sprite. Used for getting/setting resource data
See resource.set_texture for an example on how to set the texture of an atlas.