Types/Animation
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Basics
Specifies animation that can be used in the game.
Note that if any frame of the animation is specified from the same source as any other Types/Sprite or frame of other animation, it will be shared.
Optional properties
layers
Type: Types/table of Types/Animation
If this property is present, all Animation definitions have to be placed as entries in the array, and they will all be loaded from there. Each item (Animation definition) in the array may also have the layers
property.
If this property is present, all other properties are ignored and the mandatory properties do not have to be defined.
Layers may not be an empty table.
hr_version
Type: Types/Animation
If this property exists and high resolution sprites are turned on, its contents are used to load the Animation.
filename
Type: Types/FileName
Default: ""
Mandatory if "stripes"
is not specified.
priority
Type: Types/SpritePriority
Default: "medium"
flags
Type: Types/SpriteFlags
size
Type: Types/SpriteSizeType or Types/table of Types/SpriteSizeType
The width and height of the one frame. If this is an array, the first member of the array is the width and the second is the height. Otherwise the size is both width and height.
Width and height may only be in the range of 0-8192.
width
Type: Types/SpriteSizeType
Mandatory if size
is not given. Width of one frame in pixels, from 0-8192.
height
Type: Types/SpriteSizeType
Mandatory if size
is not given. Height of one frame in pixels, from 0-8192.
x
Type: Types/SpriteSizeType
Default: 0
Horizontal position of the animation in the source file in pixels.
y
Type: Types/SpriteSizeType
Default: 0
Vertical position of the animation in the source file in pixels.
position
Type: Types/table of Types/SpriteSizeType
Loaded only when x
and y
are both 0. The first member of the array is x and the second is y.
shift
Type: Types/vector
Default: {0, 0}
In tiles. util.by_pixel() can be used to divide the shift by 32 which is the usual pixel height/width of 1 tile in normal resolution. Note that 32 pixel tile height/width is not enforced anywhere - any other tile height or width is also possible.
scale
Type: Types/double
Default: 1
Values different than 1 specify the scale of the animation on default zoom. Scale 2 means that the picture will be 2 times bigger on screen (and more pixelated).
draw_as_shadow
Type: Types/bool
Default: false
Only one of draw_as_shadow
, draw_as_glow
and draw_as_light
can be true. draw_as_shadow
takes precedence over draw_as_glow
and draw_as_light
.
draw_as_glow
Type: Types/bool
Default: false
Only one of draw_as_shadow
, draw_as_glow
and draw_as_light
can be true. draw_as_glow
takes precedence over draw_as_light
.
Draws first as a normal sprite, and again as a light layer.[1]
draw_as_light
Type: Types/bool
Default: false
Only one of draw_as_shadow
, draw_as_glow
and draw_as_light
can be true.
mipmap_count
Type: Types/uint8
Default: 0
Only loaded if this is an icon (has flag "group=icon" or "group=gui").
Note: mipmap_count doesn't make sense in animation, as it is not possible to layout mipmaps in a way, that would load correctly both the animation and the mipmaps (besides animations with just one frame).[2]
apply_runtime_tint
Type: Types/bool
Default: false
tint
Type: Types/Color
Default: {r=1, g=1, b=1, a=1} (white)
blend_mode
Type: Types/BlendMode
Default: "normal"
load_in_minimal_mode
Type: Types/bool
Default: false
Minimal mode is entered when mod loading fails. You are in it when you see the gray box after (part of) the loading screen that tells you a mod error (Example). If you are a modder, you can just ignore this property.
premul_alpha
Type: Types/bool
Default: true
Whether alpha should be premultiplied.
generate_sdf
Type: Types/bool
Default: false
Unused.
run_mode
Type: Types/string
Default: "forward"
Possible values are:
- forward
- backward
- forward-then-backward
frame_count
Type: Types/uint32
Default: 1
Can't be 0.
line_length
Type: Types/uint32
Default: 0
Once the specified number of pictures is loaded, other pictures are loaded on other line. This is to allow having longer animations in matrix, to input files with too high width. The game engine limits the width of any input files to 8192px, so it is compatible with most graphics cards. 0 means that all the pictures are in one horizontal line.
animation_speed
Type: Types/float
Default: 1
Modifier of the animation playing speed, the default is 1, which means one animation frame per tick (60 fps).
The speed of playing can often vary depending on the usage (output of steam engine for example). Has to be greater than 0.
If layers
are used then the animation_speed
only has to be defined in one layer. All layers will run at the same speed.
max_advance
Type: Types/float
Default: MAX_FLOAT
If layers
are used then max_advance
only has to be defined in one layer.
repeat_count
Type: Types/uint8
Default: 1
How many times to repeat the animation to complete an animation cycle. E.g. if one layer is 10 frames, a second layer of 1 frame would need repeat_count = 10 to match the complete cycle.
Can't be 0.
dice
Type: Types/uint8
Number of slices this is sliced into when using the "optimized atlas packing" option. If you are a modder, you can just ignore this property.
Example: If this is 4, the sprite will be sliced into a 4×4 grid.
dice_x
Type: Types/uint8
Same as dice
above, but this specifies only how many slices there are on the x axis.
dice_y
Type: Types/uint8
Same as dice
above, but this specifies only how many slices there are on the y axis.
frame_sequence
Type: Types/AnimationFrameSequence
stripes
Example
Specification of animation of a beacon
animation =
{
filename = "__base__/graphics/entity/beacon/beacon-antenna.png",
width = 54,
height = 50,
line_length = 8,
frame_count = 32,
shift = { -0.03125, -1.71875},
animation_speed = 0.5
},
Prototype properties that use this type
- Prototype/Accumulator : charge_animation
- Prototype/Accumulator : discharge_animation
- Prototype/Animation : hr_version
- Prototype/Animation : layers
- Prototype/Beacon : animation
- Prototype/Beam : ending
- Prototype/Beam : ending_light
- Prototype/Beam : head
- Prototype/Beam : head_light
- Prototype/Beam : start
- Prototype/Beam : start_light
- Prototype/Beam : tail
- Prototype/Beam : tail_light
- Prototype/CharacterCorpse : picture
- Prototype/ConstructionRobot : smoke
- Prototype/ElectricEnergyInterface : animation
- Prototype/FluidStream : particle
- Prototype/FluidStream : shadow
- Prototype/FluidStream : spine_animation
- Prototype/FluidTurret : muzzle_animation
- Prototype/Gate : horizontal_animation
- Prototype/Gate : horizontal_rail_animation_left
- Prototype/Gate : horizontal_rail_animation_right
- Prototype/Gate : horizontal_rail_base
- Prototype/Gate : vertical_animation
- Prototype/Gate : vertical_rail_animation_left
- Prototype/Gate : vertical_rail_animation_right
- Prototype/Gate : vertical_rail_base
- Prototype/Gate : wall_patch
- Prototype/Generator : horizontal_animation
- Prototype/Generator : vertical_animation
- Prototype/Lab : off_animation
- Prototype/Lab : on_animation
- Prototype/LogisticContainer : animation
- Prototype/PlayerPort : animation
- Prototype/PowerSwitch : overlay_loop
- Prototype/PowerSwitch : overlay_start
- Prototype/PowerSwitch : power_on_animation
- Prototype/Projectile : animation
- Prototype/Projectile : shadow
- Prototype/RailSignalBase : rail_piece
- Prototype/Roboport : base_animation
- Prototype/Roboport : door_animation_down
- Prototype/Roboport : door_animation_up
- Prototype/Roboport : recharging_animation
- Prototype/RoboportEquipment : recharging_animation
- Prototype/RocketSilo : arm_01_back_animation
- Prototype/RocketSilo : arm_02_right_animation
- Prototype/RocketSilo : arm_03_front_animation
- Prototype/RocketSilo : satellite_animation... further results