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2<!-- INDEX START -->
3<h3 id="TOP">Index</h3>
4
5<ul><li><a href="#NAME">NAME</a></li>
6<li><a href="#CATEGORY">CATEGORY</a></li>
7<li><a href="#SYNOPSIS">SYNOPSIS</a></li>
8<li><a href="#DESCRIPTION">DESCRIPTION</a></li>
9<li><a href="#WARNING_VOLATILE_CODE_AHEAD">WARNING! VOLATILE CODE AHEAD</a></li>
10<li><a href="#ATTRIBUTES_AND_METHODS">ATTRIBUTES AND METHODS</a>
11<ul><li><a href="#new">new</a></li>
12<li><a href="#new_options">new( %options )</a></li>
13<li><a href="#step_x">step_x()</a></li>
14<li><a href="#step_x_integer">step_x( $integer )</a></li>
15<li><a href="#step_y">step_y()</a></li>
16<li><a href="#step_y_integer">step_y( $integer )</a></li>
17<li><a href="#max_loops">max_loops()</a></li>
18<li><a href="#max_loops_integer">max_loops( $integer )</a></li>
19<li><a href="#ticks_per_frame">ticks_per_frame()</a></li>
20<li><a href="#ticks_per_frame_integer">ticks_per_frame( $integer )</a></li>
21<li><a href="#type">type()</a></li>
22<li><a href="#type_string">type( $string )</a></li>
23<li><a href="#next">next()</a></li>
24<li><a href="#previous">previous()</a></li>
25<li><a href="#reset">reset()</a></li>
26<li><a href="#current_frame">current_frame()</a></li>
27<li><a href="#current_loop">current_loop()</a></li>
28</ul>
29</li>
30<li><a href="#start">start()</a></li>
31<li><a href="#stop">stop()</a></li>
32<li><a href="#AUTHORS">AUTHORS</a></li>
33<li><a href="#SEE_ALSO">SEE ALSO</a>
34</li>
35</ul><hr />
36<!-- INDEX END -->
37
38<h1 id="NAME">NAME</h1><p><a href="#TOP" class="toplink">Top</a></p>
39<div id="NAME_CONTENT">
40<p>SDLx::Sprite::Animated - create animated SDL sprites easily!</p>
41
42</div>
43<h1 id="CATEGORY">CATEGORY</h1><p><a href="#TOP" class="toplink">Top</a></p>
44<div id="CATEGORY_CONTENT">
45<p>Extension</p>
46
47</div>
48<h1 id="SYNOPSIS">SYNOPSIS</h1><p><a href="#TOP" class="toplink">Top</a></p>
49<div id="SYNOPSIS_CONTENT">
50<pre> use SDLx::Sprite::Animated;
51
52 # simplest possible form, where 'hero.png' is an image containing
53 # fixed-length sprites in sequence. It doesn't matter if they are
54 # placed vertically or horizontally, as long as the the widest
55 # side is a multiple of the (narrowest) other. The widget will
56 # automatically divide it in the proper frames, provided there is
57 # no slack space between each frame.
58
59 my $animation = SDLx::Sprite::Animated-&gt;new-&gt;load('hero.png');
60
61 # that's it! Defaults are sane enough to DWIM in simple cases,
62 # so you just have to call draw() on the right place. If you
63 # need to setup your animation or have more control over it,
64 # feel free to use the attributes and methods below.
65
66 # these are the most useful methods to use in your game loop
67 # (or wherever you want to manipulate the animation):
68 $animation-&gt;next;
69 $animation-&gt;previous;
70 $animation-&gt;reset;
71
72 $animation-&gt;current_frame; # current frame number
73 $animation-&gt;current_loop; # current loop number
74
75 # you can control positioning just like a regular SDLx::Sprite:
76 $animation-&gt;rect
77 $animation-&gt;x;
78 $animation-&gt;y;
79
80 # just like a regular Sprite, we fetch our source rect from -&gt;clip,
81 # updating it on each call to -&gt;next (or -&gt;previous, or -&gt;reset).
82 # If source rects for your animation are further appart (or less)
83 # than the rect's width and height, you can adjust the animation
84 # x/y offsets:
85 $animation-&gt;step_x(15);
86 $animation-&gt;step_y(30);
87
88 $animation-&gt;draw($screen); # remember to do this! :)
89
90 # we can also call -&gt;next() automatically after each draw():
91 $animation-&gt;start;
92 $animation-&gt;stop;
93
94 # default is to go to the next frame at each draw(). If this is
95 # too fast for you, change the attribute below:
96 $animation-&gt;ticks_per_frame(10);
97
98 # select type of animation loop when it reaches the last frame:
99 $animation-&gt;type('circular'); # restarts loop at the beginning
100 $animation-&gt;type('reverse'); # goes backwards
101
102 $animation-&gt;max_loops(3); 0 or undef for infinite looping
103
104
105
106
107 # as usual, you can setup most of the above during object spawning
108 my $animation = SDLx::Sprite::Animated-&gt;new(
109 image =&gt; 'hero.png',
110 rect =&gt; SDL::Rect-&gt;new(...),
111 step_x =&gt; 20,
112 step_y =&gt; 0,
113 ...
114 );
115
116
117
118
119</pre>
120
121</div>
122<h1 id="DESCRIPTION">DESCRIPTION</h1><p><a href="#TOP" class="toplink">Top</a></p>
123<div id="DESCRIPTION_CONTENT">
124<p>An animation is a series of frames that are played in order. Frames are
125loaded from an image, usually referred to as a Sprite Sheet or Sprite Strip.</p>
126<p>This module let's you interact with such strips and create sprite animations
127just as easily as you would manipulate a regular SDLx::Sprite object.</p>
128
129</div>
130<h1 id="WARNING_VOLATILE_CODE_AHEAD">WARNING! VOLATILE CODE AHEAD</h1><p><a href="#TOP" class="toplink">Top</a></p>
131<div id="WARNING_VOLATILE_CODE_AHEAD_CONTENT">
132<p>This is a new module and the API is subject to change without notice.
133If you care, please join the discussion on the #sdl IRC channel in
134<i>irc.perl.org</i>. All thoughts on further improving the API are welcome.</p>
135<p>You have been warned :)</p>
136
137</div>
138<h1 id="ATTRIBUTES_AND_METHODS">ATTRIBUTES AND METHODS</h1><p><a href="#TOP" class="toplink">Top</a></p>
139<div id="ATTRIBUTES_AND_METHODS_CONTENT">
140<p>SDLx::Sprite::Animated is a <strong>subclass</strong> of <a href="http://search.cpan.org/perldoc?SDLx::Sprite">SDLx::Sprite</a>, inheriting
141all its attributes and methods. Please refer to that module's documentation
142for information on those.</p>
143<p>The one difference in behavior is that, while a standard SDLx::Sprite uses
144<code>-&gt;clip()</code> to select the part of the surface to display,
145SDLx::Sprite::Animated treats <code>-&gt;clip()</code> as the <strong>initial</strong> rect, from
146which to start the animation.</p>
147<p>The following attributes and methods are available:</p>
148
149</div>
150<h2 id="new">new</h2>
151<div id="new_CONTENT">
152
153</div>
154<h2 id="new_options">new( %options )</h2>
155<div id="new_options_CONTENT">
156<p>Creates a new SDLx::Sprite::Animated object. No option is mandatory. It
157accepts all the options from a regular SDLx::Sprite object plus these:</p>
158<dl>
159 <dt>* step_x =&gt; $integer</dt>
160 <dd>
161 <p>Uses $integer as the number of pixels to move on the x-axis (left-to-right,
1620 being no dislocation whatsoever, when the strip goes from top to bottom)
163to reach the next frame.</p>
164 </dd>
165 <dt>* step_y =&gt; $integer</dt>
166 <dd>
167 <p>Uses $integer as the number of pixels to move on the y-axis (top-to-bottom,
1680 being no dislocation whatsoever, when the strip goes from left to right)
169to reach the next frame.</p>
170 </dd>
171 <dt>* max_loops =&gt; $integer</dt>
172 <dd>
173 <p>Uses $integer as the number of times to loop the animation (when it reaches
174the end of the strip).</p>
175 </dd>
176 <dt>* ticks_per_frame =&gt; $integer</dt>
177 <dd>
178 <p>Uses $integer to set how many calls to draw() must be issued before we go to
179the next frame during autoplay (i.e. between calls to start() and stop()).</p>
180 </dd>
181 <dt>* type =&gt; $string</dt>
182 <dd>
183 <p>Uses $string to set the type of animation loop when it reaches the last
184frame in the strip. See the type() method below for information on
185available looping types.</p>
186 </dd>
187</dl>
188
189</div>
190<h2 id="step_x">step_x()</h2>
191<div id="step_x_CONTENT">
192
193</div>
194<h2 id="step_x_integer">step_x( $integer )</h2>
195<div id="step_x_integer_CONTENT">
196<p>Uses $integer as the number of pixels to move on the x-axis (left-to-right,
1970 being no dislocation whatsoever, when the strip goes from top to bottom)
198to reach the next frame.</p>
199<p>Defaults to the same width as the clip() rect.</p>
200
201</div>
202<h2 id="step_y">step_y()</h2>
203<div id="step_y_CONTENT">
204
205</div>
206<h2 id="step_y_integer">step_y( $integer )</h2>
207<div id="step_y_integer_CONTENT">
208<p>Uses $integer as the number of pixels to move on the y-axis (top-to-bottom,
2090 being no dislocation whatsoever, when the strip goes from left to right)
210to reach the next frame.</p>
211<p>Defaults to the same height as the clip() rect.</p>
212
213</div>
214<h2 id="max_loops">max_loops()</h2>
215<div id="max_loops_CONTENT">
216
217</div>
218<h2 id="max_loops_integer">max_loops( $integer )</h2>
219<div id="max_loops_integer_CONTENT">
220<p>Uses $integer as the number of times to loop the animation (when it reaches
221the end of the strip). After that <strong>all calls to previous() or next() will be no-ops</strong>.</p>
222<p>Set it to <code>0</code> or <code>undef</code> to allow infinite loops. Default is 0 (infinite).</p>
223
224</div>
225<h2 id="ticks_per_frame">ticks_per_frame()</h2>
226<div id="ticks_per_frame_CONTENT">
227
228</div>
229<h2 id="ticks_per_frame_integer">ticks_per_frame( $integer )</h2>
230<div id="ticks_per_frame_integer_CONTENT">
231<p>Uses $integer to set how many calls to draw() must be issued before we go to
232the next frame during autoplay (i.e. between calls to start() and stop()).</p>
233<p>Default is just 1 tick per frame, so you might want to change this if it's too fast.</p>
234
235</div>
236<h2 id="type">type()</h2>
237<div id="type_CONTENT">
238
239</div>
240<h2 id="type_string">type( $string )</h2>
241<div id="type_string_CONTENT">
242<p>Uses $string to set the type of animation loop when it reaches the last
243frame in the strip. Available looping types are:</p>
244<dl>
245 <dt>* 'circular'</dt>
246 <dd>
247 <p>Restarts loop at the beginning of the strip. If you have 4 frames, the flow
248will be 1-2-3-4-1-2-3-4-1-2-3-4-1-2-... up until the number of loops you
249set in the max_loops() attribute.</p>
250 </dd>
251 <dt>* 'reverse'</dt>
252 <dd>
253 <p>Loops back and forth on the strip. If you have 4 frames, the flow will be
2541-2-3-4-3-2-1-2-3-4-3-2-... up until the number of loops you set in the
255max_loops() attribute.</p>
256 </dd>
257</dl>
258<p>Case is irrelevant for type(), so for example 'Circular', 'CIRCULAR' and
259'CiRcUlAr' are all accepted as 'circular'. The return value is guaranteed
260to be lowercase.</p>
261<p>Default value is 'circular'.</p>
262
263</div>
264<h2 id="next">next()</h2>
265<div id="next_CONTENT">
266<p>Goes to the next frame in the strip. Calling this method will also reset
267the tick counter used by ticks_per_frame().</p>
268<p>If max_loops() has reached its limit, this will be a no-op.</p>
269<p>Returns the object, allowing method chaining.</p>
270
271</div>
272<h2 id="previous">previous()</h2>
273<div id="previous_CONTENT">
274<p>Goes to the previous frame in the strip. Calling this method will also reset
275the tick counter used by ticks_per_frame().</p>
276<p>If max_loops() has reached its limit, this will be a no-op.</p>
277<p>Returns the object, allowing method chaining.</p>
278
279</div>
280<h2 id="reset">reset()</h2>
281<div id="reset_CONTENT">
282<p>Goes to the first frame in the strip, meaning whatever clip is set to.</p>
283<p>If max_loops() has reached its limit, this will be a no-op.</p>
284<p>Returns the object, allowing method chaining.</p>
285
286</div>
287<h2 id="current_frame">current_frame()</h2>
288<div id="current_frame_CONTENT">
289<p>Returns the current frame number. Note that this is 1-based (first frame
290is 1, second is 2, etc).</p>
291
292</div>
293<h2 id="current_loop">current_loop()</h2>
294<div id="current_loop_CONTENT">
295<p>Returns the loop counter, i.e. which run number is it at. This is also
2961-based (first time is 1, second time is 2, etc). Note that we only
297keep track of the counter if max_loops() is set to a finite number. Otherwise,
298this will be a no-op.</p>
299
300</div>
301<h1 id="start">start()</h1><p><a href="#TOP" class="toplink">Top</a></p>
302<div id="start_CONTENT">
303<p>After you call this method, the object will issue a call to <code>-&gt;next()</code>
304automatically for you every time <code>-&gt;draw()</code> is called
305<code>ticks_per_frame()</code> times.</p>
306<p>If you want to stop autoplay, see <code>stop()</code> below.</p>
307<p>Default is off (no autoplay).</p>
308
309</div>
310<h1 id="stop">stop()</h1><p><a href="#TOP" class="toplink">Top</a></p>
311<div id="stop_CONTENT">
312<p>Stops autoplay. After you call this, the object will need you to call
313<code>-&gt;previous()</code> and <code>-&gt;next()</code> explicitly to change frames.</p>
314<p>To resume autoplay from wherever you are, use <code>start()</code>.</p>
315<p>If you want to restart autoplay from the initial frame, just do:</p>
316<pre> $sprite-&gt;reset-&gt;start;
317
318
319
320
321</pre>
322
323</div>
324<h1 id="AUTHORS">AUTHORS</h1><p><a href="#TOP" class="toplink">Top</a></p>
325<div id="AUTHORS_CONTENT">
326<p>Jeffrey T. Palmer <code>&lt;jeffrey.t.palmer at gmail.com&gt;</code></p>
327<p>Dustin Mays, <code>&lt;dork.fish.wat@gmail.com&gt;</code></p>
328<p>Breno G. de Oliveira, <code>&lt;garu at cpan.org&gt;</code></p>
329<p>Kartik thakore <code>&lt;kthakore at cpan.org&gt;</code></p>
330
331</div>
332<h1 id="SEE_ALSO">SEE ALSO</h1><p><a href="#TOP" class="toplink">Top</a></p>
333<div id="SEE_ALSO_CONTENT">
334<p><a href="SDL-Surface.html">SDL::Surface</a>, <a href="SDL.html">SDL</a></p>
335
336</div>
337</div>