Animated Sprite and custom classes

Screen Shot 2014-10-23 at 9.14.56 AM
I’m not going into proper Object Oriented Programming but some of you may be interested in using or modifying a custom class I created that allows you to “attach” an animation to a fisica body (it’s still experimental):

The class is called Sprite is a custom class with an FBox (only a box for now) and an Animation (also a custom class). By custom I mean it’s not part of the Processing language or any library, it shows up as a tab in Processing and you need to have it in the same folder as the main sketch along with animation.
You declare a Sprite this way:

Sprite player;

Creating a sprite

This is how you create a new sprite. The needed parameters are: width, height, animation frames prefix, number of frames

  player = new Sprite(100, 100, "triangle_animated_", 9);

Assets: at this point Processing will try to load 9 images named “triangle_animated_0000.png” to “triangle_animated_0008.png” make sure you prepare the assets and name them properly.

Important:
– the numeration always has to start from 0000
– they must have have 4 digits in their number 0001 0002 etc
– they must be .png files so you can have transparency

Screen Shot 2014-10-23 at 9.21.34 AM

Proper game frameworks use spritesheets usually created with specialized applications or plugins. I’ll avoid them for now, I figure it’s easier to produce a series of images.

Using Sprites

The Sprite class extends FBox so it inherits all the properties and methods. You can still do things like:

player.setPosition(400, 500);
player.setName("player");
world.add(player);

Full example here: example13

Animation without fisica

You can use the Animation class independently from Sprite and Fisica and/or control it independently within the sprite (access it by yourSpriteName.animation).

Here’s an example

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