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A dead simple and lightweight way to display animated images/gifs in your Playdate game.

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AnimatedImage for Playdate

The goal of AnimatedImage is to be able to plop in animated images in place of static images easily. No calls to update, etc. In fact, AnimatedImage behaves just like a built-in playdate.graphics.image. Any API playdate.graphics.image supports so does AnimatedImage, except it operates on the current frame. It does this by forwarding any call to the current frame image. It is more or less a drop-in replacement.

AnimatedImage is less than 100 lines of Lua, and most of that is just boilerplate getter/setter as AnimatedImage sits on top of playdate.graphics.image and playdate.graphics.animation.loop. Simply replace playdate.graphics.image.new with AnimatedImage.new to get started, and change the path from a static image to that of an image table or gif.

Example Animation

License

Public Domain: Do what you wish! Just don't hold me accountable. :)

API

AnimatedImage mimics the built-in Playdate SDK image object. This means any function supported by playdate.graphics.image can be called directly on an AnimatedImage. That said, AnimatedImage does have a few functions for controlling playback.

AnimatedImage.new(image_table_path, options)

Create a new AnimatedImage.

image_table_path can be a path to either a simple image, an image table, or a GIF. You can also pass an image table if you already have one loaded. options is a table of optional settings for your AnimatedImage. options.delay is the amount of time to delay (in milliseconds) before moving to the next frame. options.loop is a boolean which enables or disables looping of the animation. options.paused is a boolean which either starts the animation in a paused or playing state. options.first is the index of the first frame in the animation. options.last is the index of the last frame in the animation. options.step is the number of images in the image table to step through each frame. options.sequence is an optional array of frame numbers the animation should use from the specified image table. e.g. {1, 1, 4, 2, 3}

AnimatedImage:reset()

Reset the frame to the start frame of the AnimatedImage.

AnimatedImage:setDelay(delay)

Change the delay between frames in the animation.

delay is the amount of time (in milliseconds) before moving to the next frame.

AnimatedImage:getDelay()

Get the currently set delay (in milliseconds).

AnimatedImage:setShouldLoop(should_loop)

Change whether the animation should loop or not.

should_loop is a boolean that dictates whether the animation should loop or not.

AnimatedImage:getShouldLoop()

Get whether the animation will loop or not.

AnimatedImage:setStep(frame_count)

Set the number of images in the image table to step through each frame.

frame_count is the number of images to step through each frame.

AnimatedImage:getStep()

Get the number of images in the image table that will be stepped through each frame.

AnimatedImage:setPaused(paused)

Pause or play the animation. paused is a boolean which determines if the animation should play or pause. Paused animations will stop on the current frame.

AnimatedImage:getPaused()

Get whether the animation is paused or not.

AnimatedImage:setFrame(frame)

Manually set the frame to display.

frame is the index of the frame to display.

AnimatedImage:getFrame()

Get the currently displayed frame.

AnimatedImage:setFirstFrame(frame)

Set the frame the animation starts and loops from.

frame is the index of the frame to start from.

AnimatedImage:setEndFrame(frame)

Set the frame the animation ends at.

frame is the index of the frame to end on.

AnimatedImage:isComplete()

Determine if an animated image has finished animating. However, this will always return false if the animation loops.

AnimatedImage:getImage()

Returns the image for the current frame.

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A dead simple and lightweight way to display animated images/gifs in your Playdate game.

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