Load and render sprites and animations in Aseprite format. Based on ase library.
- Install the library with
haxelib
:
haxelib install openfl-aseprite
- Add this to the
project.xml
file:
<haxelib name="openfl-aseprite" />
The main class of the library (aseprite.Aseprite
) extends openfl.display.Sprite
so you can use it just like any other OpenFL sprite.
import aseprite.Aseprite;
import openfl.Assets;
// <...>
var sprite:Aseprite = Aseprite.fromBytes(Assets.getBytes('path/to/asepriteAsset.aseprite'));
addChild(sprite);
Create a new sprite reusing the resources:
var sprite:Aseprite = Aseprite.fromBytes(Assets.getBytes('path/to/asepriteAsset.aseprite'));
var newSprite:Aseprite = sprite.spawn();
newSprite
will share the bitmap data from the original sprite thus saving memory and time used to parse the aseprite file data
spawn
method can also be used to create new sprites from slices:
var newSprite:Aseprite = sprite.spawn('Slice Name');
By default an Aseprite
instance adds an ENTER_FRAME
listener to advance the animation automatically. If you don't want it you can pass false
as a second argument of the constructor or the fromBytes
method. To advance the animation manually use advance
or nextFrame
methods or currentFrame
property;
var sprite:Aseprite = Aseprite.fromBytes(Assets.getBytes('path/to/asepriteAsset.aseprite'), false); // Won't add an `ENTER_FRAME` listener
sprite.advance(300); // Advance the animation by 300 milliseconds
sprite.nextFrame(); // Go to the next frame of the animation
sprite.currentFrame = 32; // Explicitly set the current frame of the animation
sprite.play(); // If no tag specified - play from the first frame to the end of the animation
sprite.play(3); // Play the animation 3 times
/**
Play animation once with `onFinish` callback
*/
sprite.play(1, () -> {
trace('Animation is finished');
});
sprite.play('tag_name'); // Start playing a specific tag if it's not playing already
sprite.play('tag_name', 3); // Play `tag_name` tag 3 times
/**
Play `tag_name` tag 3 times with an `onFinish` callback
*/
sprite.play('tag_name', 3, () -> {
trace('Playback is finished after 3 repeats');
});
sprite.pause(); // Pauses the playback
sprite.stop(); // Stops the playback and moves the playhead to the first frame of the animation or the current tag;
NOTE: The methods above only make sense if useEnterFrame = true
for(tag in sprite.tags) { // Loop through the animation tags
trace(tag.name); // Print tag's name
}
sprite.currentTag = 'tag_name'; // Change the current tag. If other tag is currently playing - go to the first frame of the tag and continue playing. If not playing - only moves the playhead to the first frame of the tag.
sprite.currentTag = null; // Reset the current tag. Will play from the very first to the very last frame of the animation
Control the playback direction
import ase.AnimationDirection;
// <...>
sprite.direction = AnimationDirection.FORWARD; // Play from the first frame to the last one
sprite.direction = AnimationDirection.REVERSE; // Play from the last frame to the first one
sprite.direction = AnimationDirection.PING_PONG; // Play the animation back and forth
/**
It's not necessary to use the constants from the `AnimationDirection` class. You can use integers instead:
FORWARD = 0
REVERSE = 1
PING_PONG = 2
**/
NOTE: Will override the playback direction of the current tag
From the project's directory:
$ cd scripts
$ haxe doc.hxml
HTML documentation fill be generated in the documentation
directory in the project's directory
Michael Miriti
- email: m.s.miriti@gmail.com
- github: https://github.com/miriti
- twitter: https://twitter.com/michael_miriti
This project is licensed under the MIT License - see LICENSE.md for details