This guide discusses how to implement animated sprites and use the related APIs.
The foundation of all animated sprites in Corona is the image sheet. This can be compared to a sheet of paper on which you draw the individual frames for animated object(s). Depending on the framework, this may also be known as a sprite sheet, texture atlas, or image map. Corona uses the image sheet terminology — and objects created via graphics.newImageSheet() — because their usage is not limited to animated sprites. In fact, you can also use image sheets (and usually should) for static images picked from a portion of an image sheet. For more information on image sheets, see the Image Sheets guide.
Pictured below is a sample image sheet for a running cat, titled sprites-cat-running.png
. This sheet consists of eight "frames" in a specifically ordered sequence. Conceptually, the animation begins at the
2048 | |
512 |
To configure this image sheet in Corona, first set up an indexed table with various properties. The following example uses
local sheetOptions = { width = 512, height = 256, numFrames = 8 }
In this table, width
and height
specify the pixel dimensions of each individual frame. Since there are 4 frames across and the image sheet is 2048
pixels in overall width, each frame is 512
pixels wide. Similarly, since there are 2 rows and the sheet is 512
pixels in overall height, each frame is 256
pixels tall.
The next parameter, numFrames
, specifies how many total frames exist on the image sheet. Since there are clearly 8 frames of animation for the running cat, this value should be set to 8
.
Once this table of options is declared, creating the image sheet is accomplished via the graphics.newImageSheet() API. The image sheet file name should be passed as the first parameter and the options
table as the second parameter:
local sheet_runningCat = graphics.newImageSheet( "sprites-cat-running.png", sheetOptions )
All animated sprites require at least one named sequence declared as either consecutive frames or
The most basic sequence is consecutive frames. This accepts a sequence name, the starting frame index, the frame count, an optional time duration for the animation, and two optional looping parameters.
-- sequences table local sequences_runningCat = { -- consecutive frames sequence { name = "normalRun", start = 1, count = 8, time = 800, loopCount = 0, loopDirection = "forward" } }
The name
parameter is required and can be used to set the sprite to this sequence. The start
and count
parameters are also required — since the running cat has 8 total frames, the start frame can be set to 1
and the count to 8
. This tells the sequence to begin at the first frame and animate consecutively through all frames until the end.
Following this, the optional time
parameter defines the total duration of the sequence in milliseconds. This parameter can be omitted, in which case the animation will animate at the frame rate of the application (one frame for each time step).
The loopCount
parameter defines how many times the sequence should loop (repeat). Set this to any positive integer to loop the sequence that number of times. Alternatively, to loop the sequence indefinitely, set loopCount
to 0
. If looping is set, you can also include the loopDirection
parameter. A setting of "forward"
will loop the sequence from start to end, while a setting of "bounce"
will animate the sequence from start to end, then animate back to the starting frame in reverse.
Sequences can also be defined with frames
table. This table is a
-- sequences table local sequences_runningCat = { -- non-consecutive frames sequence { name = "fastRun", frames = { 1,3,5,7 }, time = 400, loopCount = 0, loopDirection = "forward" } }
A sequences data table can (and often will) contain multiple sequences. This allows you to define all of the sequences for a sprite in one place, and later, set or change the sequence for the sprite based on the sequence name
parameter.
To declare multiple sequences, just include multiple sequence tables separated by commas:
-- sequences table local sequences_runningCat = { -- first sequence (consecutive frames) { name = "normalRun", start = 1, count = 8, time = 800, loopCount = 0 }, -- next sequence (non-consecutive frames) { name = "fastRun", frames = { 1,3,5,7 }, time = 400, loopCount = 0 }, }
The first sequence in a multi-sequence setup is considered the default. When you create a sprite object, the default sequence will be used unless you change the sequence explicitly (see the sprite control methods section below).
For a multi-sequence setup, you are not limited to using frames from one image sheet — each sequence can, in fact, access a unique image sheet. To accomplish this, simply add the sheet
parameter to any sequence and set its value to any
Once the image sheet(s) and sequences are set up, a new sprite object can be created with the display.newSprite() API:
display.newSprite( [parent,] imageSheet, sequenceData )
For this API, the parent
parameter is optional and represents the display group in which to insert the sprite. The imageSheet
parameter defines the default image sheet for the sprite, and sequenceData
is the table that contains all of the sequences for the sprite.
In context of this guide, the sprite declaration would look like this:
local runningCat = display.newSprite( sheet_runningCat, sequences_runningCat )
This line will create a display object named runningCat
which can be moved, rotated, transitioned, linked to a physics body, etc. — and because it's also a sprite object, it gains all of the sprite control methods and sprite properties outlined below.
The sprite library provides four primary control methods which can be used to control the playback of sprites:
object:play() — Starts the animation using the default or set sequence. Sprites do not automatically begin playing when you create them, so you must start them with this command.
object:pause() — Pauses the animation. There is no "stop" control method, so this method serves both purposes.
object:setFrame() — Immediately set or skip to an indicated frame index within the current sequence. If you want to "stop and reset" an animation after it has started playing, use the pause() and setFrame() commands consecutively, setting the frame back to the beginning of the sequence.
object:setSequence() — Set the sprite to a specific sequence. For example, to change the runningCat
sprite animation from normalRun
to fastRun
(assuming both sequences are declared in the sequences_runningCat
table), call runningCat:setSequence( "fastRun" )
. Then, call runningCat:play()
to begin playing the animation, since sprites do not automatically begin playing after a sequence is set/changed.
All sprite objects have various properties. You can even modify the relative animation speed of a particular sprite. These properties are as follows:
object.frame — Read-only integer that represents the currently shown index of the loaded sequence. This property does not set the frame; use the setFrame() function to explicitly set an animation frame.
object.isPlaying — This property is true
if the animation is playing, false
if not.
object.numFrames — Read-only property that represents the number of frames in the current animation sequence.
object.sequence — Read-only property indicating the name of the current animation sequence.
object.timeScale — Gets or sets the scale (ratio) applied to the animation time, allowing you to adjust the animation speed of a sprite dynamically.
The sprite system can check for sprite events via the implementation of a sprite listener function. This allows you to detect when an animation begins playing, when the animation ends, when it loops, etc.
To add a sprite event listener to a particular sprite, use the standard object:addEventListener() method with the eventName
property of "sprite"
and a reference to the listener function:
object:addEventListener( "sprite", spriteListener )
Once the event listener is added, the spriteListener
function will be called at specific phases during the animation:
began
— The animation began playing.ended
— The animation showed its final frame.bounce
— The animation bounced from forward to backward while playing.loop
— The animation looped from the beginning of the sequence.next
— The animation played a subsequent frame that's not one of the above phases.Using these phases, assume that you want the runningCat
sprite to loop through 4 cycles of the normalRun
sequence, then change to the fastRun
sequence and loop indefinitely. First, the normalRun
sequence must be modified by changing the loopCount
to 4
. This allows you to detect an ended
phase when all 4 loops are complete.
local sequences_runningCat = { { name = "normalRun", start = 1, count = 8, time = 800, loopCount = 4 }, { name = "fastRun", frames = { 1,3,5,7 }, time = 400, loopCount = 0 }, }
Next, write the listener function and add the event listener to the runningCat
object. You can include this code after the sprite object is created, since the event listener is added via a separate command instead of being declared during the sprite instantiation.
-- sprite listener function local function spriteListener( event ) local thisSprite = event.target -- "event.target" references the sprite if ( event.phase == "ended" ) then thisSprite:setSequence( "fastRun" ) -- switch to "fastRun" sequence thisSprite:play() -- play the new sequence end end -- add the event listener to the sprite runningCat:addEventListener( "sprite", spriteListener )
Notice that the sprite listener transmits all phases to the listener function, so it's your responsibility to use conditional clauses and perform an appropriate action when a specific phase occurs in the animation sequence. In the above example, only the ended
phase is detected, which occurs after 4 complete loops of the normalRun
sequence. When that sequence ends, the fastRun
sequence is set and played, and because it loops indefinitely, no additional ended
phase will ever occur.