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