pixi-animator
v0.2.0
Published
Provides a simple way to create animations from PIXI Sprites
Downloads
5
Maintainers
Readme
Table of Contents
Installation
To install pixi-animator
through npm, simply use the following command:
$ npm install pixi-animator
Guide
To use pixi-animator
, you'll need to import Animator
and AnimationClip
like so:
import {
Animator,
AnimationClip
} from 'pixi-animator';
Next we make sure to set up the Animator (and we'll set up the PIXI app here):
const app = new PIXI.Application({ width: 300, height: 300, backgroundColor: 0x1099bb });
document.body.appendChild(app.view);
const animator = new Animator();
When an instance of the Animator
is created, it also creates an empty sprite. This empty sprite is used to display the animation by switching it's texture to the frame that we're supposed to show. You have to take this sprite and add it to whatever group you want. This is also where you should adjust any properties like position or scale:
app.stage.addChild(animator.animation);
Next, the Animator
needs to update the animation so you need to put its update
method in your game loop like so:
app.ticker.add(() => animator.update());
Next you'll want to lod your images and make them into sprites and create animation clips from them. Animation clips take the following arguments:
| param | type | description | default | |----------|----------------------|---------------------------------------------------------------------------------------------------------------|---------| | key | string | A unique key that is used to reference the AnimationClip in the Animator | | | length | number | The amount of time, in milliseconds, that the animation should take to get from the first sprite to the last. | | | sprites | Array<PIXI.Sprite> | The sprites that make up the animation. | | | timeline | Array<Array> | The timeline is used by the Animator to know when to stop displaying a sprite and move on to the next sprite. | | | loop | boolean | Indicates whether the animation should play on a loop or not. | false |
// Get your images however you wish, for me I'm using gingerale to do so.
const sprites = [...]; // Array of sprites.
// Create a looping walk animation from the first 4 frames of the spritesheet.
// A breakdown of the timeline is as follows:
// Play frame 0 until 101ms.
// Play frame 1 until 201ms.
// Play frame 2 until 301ms.
// Play from 3 until the end.
const walk = new AnimationClip('walk', 400, sprites.slice(0, 4), [
[100, 0],
[200, 1],
[300, 2],
[400, 3],
], true);
// Add the animation to the Animator.
animator.add(walk);
// Play the walk animation.
animator.play('walk');
API
The API is split up into two parts, the AnimationClip
and the Animator
.
AnimationClip
AnimationClip
defines the structure of an animation to pass to the Animator
.
| param | type | description | default | |----------|----------------------|---------------------------------------------------------------------------------------------------------------|---------| | key | string | A unique key that is used to reference the AnimationClip in the Animator | | | length | number | The amount of time, in milliseconds, that the animation should take to get from the first sprite to the last. | | | sprites | Array<PIXI.Sprite> | The sprites that make up the animation. | | | timeline | Array<Array> | The timeline is used by the Animator to know when to stop displaying a sprite and move on to the next sprite. | | | loop | boolean | Indicates whether the animation should play on a loop or not. | false |
Example:
// Creating a looping
// Create a looping walk animation from the first 4 frames of the spritesheet.
// A breakdown of the timeline is as follows:
// Play frame 0 until 101ms.
// Play frame 1 until 201ms.
// Play frame 2 until 301ms.
// Play from 3 until the end.
const walk = new AnimationClip('walk', 400, spritesForAnimation, [
[100, 0],
[200, 1],
[300, 2],
[400, 3],
], true);
The AnimationClip
has no other properties or methods, it is just used by the Animator to have a structured set of animations.
Animator
The Animator
is used to manage animations and their properties.
add
Adds an AnimationClip
to the Animator
.
| param | type | description | default | |---------------|---------------|-------------------------------------------------------------------------------------------------|---------| | animationClip | AnimationClip | The AnimationClip to add to the Animator. | | | overwrite | boolean | Indicates whether the AnimationClip should replace an existing AnimationClip with the same key. | |
Example:
// Creating a looping
// Create a looping walk animation from the first 4 frames of the spritesheet.
// A breakdown of the timeline is as follows:
// Play frame 0 until 101ms.
// Play frame 1 until 201ms.
// Play frame 2 until 301ms.
// Play from 3 until the end.
const walk = new AnimationClip('walk', 400, spritesForAnimation, [
[100, 0],
[200, 1],
[300, 2],
[400, 3],
], true);
animator.add(walk);
remove
Removes an AnimationClip
from the Animator
by its key.
| param | type | description | default | |-------|--------|----------------------------------------------------------|---------| | key | string | The key of the AnimationClip to remove from the Animator | |
Example:
animator.remove('walk');
play
Plays the AnimationClip
with the specified key.
| param | type | description | default | |-------|--------|--------------------------------------|---------| | key | string | The key of the AnimationClip to play | |
Example:
animation.play('walk');
stop
Stops playing the AnimationClip
that is currently playing.
| param | type | description | default | |-------|---------|----------------------------------------------------------------------------------------------------------------------------------------------|---------| | reset | boolean | If set to true, the AnimationClip will be reverted to its first frame. Otherwise, the AnimationClip will stop on the frame that it ended on. | false |
Example:
// Stopping the animation on its current frame.
animator.stop();
// Stopping the animation and resetting it back to the first frame.
animator.stop(true);
update
Updates the animation to show the correct frame that the AnimationClip
is on. This needs to be called during the game loop for smooth animations.
Example:
// Adding the `update` method to PIXI's ticker.
app.ticker.add(() => animator.update());
// Using `RequestAnimationFrame`.
function update() {
animator.update();
requestAnimationFrame(update);
}
update();
Tests
The tests for pixi-animator
are browser based so to run them you will first need to start the local testing server like so:
$ npm run test
then you will need to navigate to https://localhost:3000 in your browser to run all of the available tests.
License
MIT