BatsAndPray/lib/animx/Examples/Exporting Actor/main.lua

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2020-09-18 23:10:01 -05:00
animx=require 'animx'
evilImg=love.graphics.newImage('alienYellow.png')
--same as saying animx.newAnimatedSprite()
evilChar=animx.newActor() --returns an empty actor with no animations
walkingDir='right'
evilChar:addAnimation('standing',{
img=evilImg, --same as source/image/atlas/spritesheet/texure
interval=1, --same as delay
onAnimOver=function()
evilChar:switch('walking')
evilChar:flipX(walkingDir=='right')
end,
x=69,y=255, --same as offsetX and offsetY
nq=1, --same as noOfQuads
qw=66,qh=82 --same as quadWidth and quadHeight
}):addAnimation('walking',{
img=evilImg,
delay=.5,
quads={
love.graphics.newQuad(0,339,68,83,evilImg:getDimensions()),
love.graphics.newQuad(0,0,70,86,evilImg:getDimensions())
}
}):switch('standing')
evilChar:getAnimation('walking'):onAnimOver(function()
evilChar:switch('standing')
walkingDir=walkingDir=='left' and 'right' or 'left'
end)
--it'd hardly have any effect but just to demonstrate this feature
evilChar:setStyle('smooth')
evilChar:exportToXML('alienYellow.xml')
--See `Exporting Animation` for notes on exporting
love.graphics.setNewFont(25)
function love.draw()
love.graphics.printf("He..he..he (evil laugh)!!\nI can export this Animated Sprite to XML!!",0,20,800,'center')
for i=1,5 do
evilChar:draw(100+150*(i-1),600,0,2,2,evilChar:getWidth()/2,evilChar:getHeight())
end
end