--- A parser/renderer for Aseprite animations in LÖVE. -- @classmod peachy local peachy = { _VERSION = "1.0.0-alpha", _DESCRIPTION = "A parser/renderer for Aseprite animations in LÖVE.", _URL = "https://github.com/josh-perry/peachy", _LICENSE = [[ MIT License Copyright (c) 2018 Josh Perry Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] } local PATH = select('1', ...):match(".+%.") or "" local json = require(PATH.."libs/json") local cron = require(PATH.."libs/cron") peachy.__index = peachy --- Creates a new Peachy animation object. -- -- If imageData isn't specified then Peachy will attempt to load it using the -- filename from the JSON data. -- -- If no initial tag is set then the object will be paused (i.e. not displayed) with no tag. -- The animation will start playing immediately once created. -- -- @usage -- -- Load the image ourselves and set animation tag to "Spin". -- -- Will start playing immediately. -- spinner = peachy.new("spinner.json", love.graphics.newImage("spinner.png"), "Spin") -- -- @tparam string dataFile a path to an Aseprite JSON file. It is also possible to pass a predecoded table, -- which is useful for performance when creating large amounts of the same animation. -- @tparam Image imageData a LÖVE image to animate. -- @tparam string initialTag the name of the animation tag to use initially. -- @return the new Peachy object. function peachy.new(dataFile, imageData, initialTag) assert(dataFile ~= nil, "No JSON data!") local self = setmetatable({}, peachy) --store the path to the passed json file self.json_path = dataFile -- check if datafile is a lua table (i.e. pre decoded) if type(dataFile) == 'table' then self._jsonData = dataFile else -- Read the data self._jsonData = json.decode(love.filesystem.read(dataFile)) end -- Load the image self.image = imageData or love.graphics.newImage(self._jsonData.meta.image) self:_checkImageSize() self:_initializeFrames() self:_initializeTags() self.paused = true self.tag = nil self.tagName = nil self.direction = nil if initialTag then self:setTag(initialTag) self.paused = false end return self end --- Switch to a different animation tag. -- In the case that we're attempting to switch to the animation currently playing, -- nothing will happen. -- -- @tparam string tag the animation tag name to switch to. function peachy:setTag(tag) assert(tag, "No animation tag specified!") assert(self.frameTags[tag], "Tag "..tag.." not found in frametags!") if self.tag == self.frameTags[tag] then return end self.tagName = tag self.tag = self.frameTags[self.tagName] self.frameIndex = nil self.direction = self.tag.direction if self.direction == "pingpong" then self.direction = "forward" end self:nextFrame() end --- Jump to a particular frame index (1-based indexes) in the current animation. -- -- Errors if the frame is outside the tag's frame range. -- -- @usage -- -- Go to the 4th frame -- sound:setFrame(4) -- -- @tparam number frame the frame index to jump to. function peachy:setFrame(frame) if frame < 1 or frame > #self.tag.frames then error("Frame "..frame.." is out of range of tag '"..self.tagName.."' (1.."..#self.tag.frames..")") end self.frameIndex = frame self.frame = self.tag.frames[self.frameIndex] self.frameTimer = cron.after(self.frame.duration, self.nextFrame, self) end --- Get the current frame of the current animation -- @usage -- Get the 2nd frame -- local f = sound:getFrame() -- function peachy:getFrame() return self.frameIndex end --- Get the json path passed in the object -- @usage -- Get the (string) JSON path -- local str_json = obj:getJSON() -- function peachy:getJSON() return self.json_path end --- Draw the animation's current frame in a specified location. -- @tparam number x the x position. -- @tparam number y the y position. -- @tparam number rot the rotation to draw at. -- @tparam number sx the x scaling. -- @tparam number sy the y scaling. -- @tparam number ox the origin offset x. -- @tparam number oy the origin offset y. function peachy:draw(x, y, rot, sx, sy, ox, oy) if not self.frame then return end love.graphics.draw(self.image, self.frame.quad, x, y, rot or 0, sx or 1, sy or 1, ox or 0, oy or 0) end --- Update the animation. -- @tparam number dt frame delta. Should be called from love.update and given the dt. function peachy:update(dt) assert(dt, "No dt passed into update!") if self.paused then return end -- If we're trying to play an animation and it's nil or hasn't been set up -- properly then error assert(self.tag, "No animation tag has been set!") assert(self.frameTimer, "Frame timer hasn't been initialized!") -- Update timer in milliseconds since that's how Aseprite stores durations self.frameTimer:update(dt * 1000) end --- Move to the next frame. -- Internal: unless you want to skip frames, this generally will not ever -- need to be called manually. function peachy:nextFrame() local forward = self.direction == "forward" if forward then self.frameIndex = (self.frameIndex or 0) + 1 else self.frameIndex = (self.frameIndex or #self.tag.frames + 1) - 1 end -- Looping if forward and self.frameIndex > #self.tag.frames then if self.tag.direction == "pingpong" then self:_pingpongBounce() else self.frameIndex = 1 end self:call_onLoop() elseif not forward and self.frameIndex < 1 then if self.tag.direction == "pingpong" then self:_pingpongBounce() else self.frameIndex = #self.tag.frames self:call_onLoop() end end -- Get next frame self.frame = self.tag.frames[self.frameIndex] self.frameTimer = cron.after(self.frame.duration, self.nextFrame, self) end --- Check for callbacks function peachy:call_onLoop() if self.callback_onLoop then self.callback_onLoop(unpack(self.args_onLoop)) end end --- Pauses the animation. function peachy:pause() self.paused = true end --- Unpauses the animation. function peachy:play() self.paused = false end --- Stops the animation (pause it then return to first frame or last if specified) function peachy:stop(onLast) local index = 1 self.paused = true if onLast then index = #self.tag.frames end self:setFrame(index) end --- Adds a callback function that will be called when the animation loops function peachy:onLoop(fn, ...) self.callback_onLoop = fn self.args_onLoop = {...} end --- Toggle between playing/paused. function peachy:togglePlay() if self.paused then self:play() else self:pause() end end --- Provides width stored in the metadata of a current frame function peachy:getWidth() return self._jsonData.frames[self.frameIndex].frame.w end --- Provides height stored in the metadata of a current frame function peachy:getHeight() return self._jsonData.frames[self.frameIndex].frame.h end --- Provides dimensions stored in the metadata of a current frame function peachy:getDimensions() return self:getWidth(), self:getHeight() end --- Internal: handles the ping-pong animation type. -- -- Should only be called when we actually want to bounce. -- Swaps the direction. function peachy:_pingpongBounce() -- We need to increment/decrement frame index by 2 because -- at this point we've already gone to the next frame if self.direction == "forward" then self.direction = "reverse" self.frameIndex = self.frameIndex - 2 else self.direction = "forward" self.frameIndex = self.frameIndex + 2 end end --- Internal: loads all of the frames -- -- Loads quads and frame duration data from the JSON. -- -- Called from peachy.new function peachy:_initializeFrames() assert(self._jsonData ~= nil, "No JSON data!") assert(self._jsonData.meta ~= nil, "No metadata in JSON!") assert(self._jsonData.frames ~= nil, "No frame data in JSON!") -- Initialize all the quads self.frames = {} for _, frameData in ipairs(self._jsonData.frames) do local frame = {} local fd = frameData.frame frame.quad = love.graphics.newQuad(fd.x, fd.y, fd.w, fd.h, self._jsonData.meta.size.w, self._jsonData.meta.size.h) frame.duration = frameData.duration table.insert(self.frames, frame) end end --- Internal: loads all of the animation tags -- -- Called from peachy.new function peachy:_initializeTags() assert(self._jsonData ~= nil, "No JSON data!") assert(self._jsonData.meta ~= nil, "No metadata in JSON!") assert(self._jsonData.meta.frameTags ~= nil, "No frame tags in JSON! Make sure you exported them in Aseprite!") self.frameTags = {} for _, frameTag in ipairs(self._jsonData.meta.frameTags) do local ft = {} ft.direction = frameTag.direction ft.frames = {} for frame = frameTag.from + 1, frameTag.to + 1 do table.insert(ft.frames, self.frames[frame]) end self.frameTags[frameTag.name] = ft end end --- Internal: checks that the loaded image size matches the metadata -- -- Called from peachy.new function peachy:_checkImageSize() local imageWidth, imageHeight = self._jsonData.meta.size.w, self._jsonData.meta.size.h assert(imageWidth == self.image:getWidth(), "Image width metadata doesn't match actual width of file") assert(imageHeight == self.image:getHeight(), "Image height metadata doesn't match actual height of file") end return peachy