animx=require 'animx' img=love.graphics.newImage('spritesheet.png') samurai=animx.newActor(): addAnimation('attack',{ img=img, tileHeight=275, nq=8 }):addAnimation('blinking',{ img=img, tileHeight=275, y=275, nq=8 }): addAnimation('die',{ img=img, tileHeight=275, y=2*275, nq=8 }): addAnimation('hurt',{ img=img, tileHeight=275, y=3*275, nq=8 }): addAnimation('standing',{ img=img, tileHeight=275, y=4*275, nq=8 }): addAnimation('jumping',{ img=img, tileWidth=332, --in this case we must give tileWidth tileHeight=275, y=5*275, nq=2 }): addAnimation('walking',{ img=img, tileHeight=275, y=6*275, nq=8 }): loopAll() samurai:exportToXML('spritesheet.xml') love.graphics.setNewFont(30) function love.draw() samurai:draw(400,300,0,1,1,samurai:getWidth()/2,samurai:getHeight()/2) love.graphics.printf('-> '..samurai:getState():upper(),0,440,800,'center') end --Get all the states of samurai ('idle','blinking',etc) as a table local states=samurai:getStates() local marker=1 samurai:switch(states[1]) function love.keypressed(key) if key=='space' then marker=(marker+1)>#states and 1 or (marker+1) samurai:switch(states[marker]) end end