Sprite
Allows one to display images on screen. These images can be a png, jpeg, gif or even a video file.
Def.Sprite{
Texture="MyTexture.png", -- The Texture is optional, you can start a sprite without a texture.
-- You can manipulate the amount of frames that a sprite can use using the Sprite argument.
Frames={
-- The structure for the Frame is as follows:
--{ Frame = int, Delay = float , {float,float}, {float,float} }
-- The two tables are optional upper left and lower right corners of the fraction of the
-- frame to use.
-- This will make a 4 frame sprite toggle between its frames for 0.5 seconds,
-- making a 2 second animation.
{ Frame = 0, Delay = 0.5 },
{ Frame = 1, Delay = 0.5 },
{ Frame = 2, Delay = 0.5 },
{ Frame = 3, Delay = 0.5 },
},
OnCommand=function(self)
-- You can also load new textures after assigning one beforehand.
-- The path in Load is absolute, so you must put the entire path to the new image.
self:Load( --[[ [Path to another texture] ]] )
-- You can pause or jump to other sprites with the following commands.
self:animate(0) -- 0 pauses the animation, 1 resumes it (Can be used as well for Models).
self:pause() -- An alias for animate(0) (Can be used as well for Models).
self:play() -- An alias for animate(1) (Can be used as well for Models).
-- setstate jumps to a frame of the animation assigned. Animation states are 0-indexed.
self:setstate( 2 ) -- Jumps to the third frame of the animation.
-- If an out-of-range value is assigned ( < 0 or > #Frames ), an error is displayed
-- displaying the total amount of frames available on the current sprite.
-- The Frames set can also be manipulated during runtime, by using the SetStateProperties
-- function. This example now inverts the animation.
self:SetStateProperties(
{
{ Frame = 3, Delay = 0.5 },
{ Frame = 2, Delay = 0.5 },
{ Frame = 1, Delay = 0.5 },
{ Frame = 0, Delay = 0.5 },
}
)
end
}
Name | Type | Action |
---|---|---|
Texture | string | Path to the texture to use for this sprite actor. |
Frames | table | The table containing the frame per frame information to be interpreted by the actor. For more information, see Managing Frames. |
Frame[NNNN] | number | Alternative method for Frames’s version of { Frame = number }, used for backwards compatibility with older actors. |
Delay[NNNN] | number | Alternative method for Frames’s version of { Delay = number }, used for backwards compatibility with older actors. |