Types/Animation: Difference between revisions

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'''The prototype docs have moved to a new website with an improved format.''' This documentation page can now be found here: [https://lua-api.factorio.com/latest/types/Animation.html https://lua-api.factorio.com/latest/types/Animation.html]
<div class="stub"><p>'''The prototype docs have moved to a new website with an improved format.''' This documentation page can now be found here: [https://lua-api.factorio.com/latest/types/Animation.html https://lua-api.factorio.com/latest/types/Animation.html]


This wiki page is no longer updated and '''will be removed at some point in the future''', so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback [https://forums.factorio.com/viewforum.php?f=233 on the forums].
</p><p>This wiki page is no longer updated and '''will be removed at some point in the future''', so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback [https://forums.factorio.com/viewforum.php?f=233 on the forums].</p></div>
 
 
 
== 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 <code>layers</code> 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 <code>"stripes"</code> 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 <code>size</code> is not given. Width of one frame in pixels, from 0-8192.
 
=== height ===
'''Type''': [[Types/SpriteSizeType]]
 
Mandatory if <code>size</code> 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 <code>x</code> and <code>y</code> 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 <code>draw_as_shadow</code>, <code>draw_as_glow</code> and <code>draw_as_light</code> can be true. <code>draw_as_shadow</code> takes precedence over <code>draw_as_glow</code> and <code>draw_as_light</code>.
 
=== draw_as_glow ===
'''Type''': [[Types/bool]]
 
'''Default''': false
 
Only one of <code>draw_as_shadow</code>, <code>draw_as_glow</code> and <code>draw_as_light</code> can be true. <code>draw_as_glow</code> takes precedence over <code>draw_as_light</code>.
 
Draws first as a normal sprite, and again as a light layer.<sup>[https://forums.factorio.com/91682]</sup>
 
=== draw_as_light ===
'''Type''': [[Types/bool]]
 
'''Default''': false
 
Only one of <code>draw_as_shadow</code>, <code>draw_as_glow</code> and <code>draw_as_light</code> can be true.
 
=== mipmap_count ===
'''Type''': [[Types/uint8]]
 
'''Default''': 0
 
Only loaded if this is an icon (has flag "group=icon" or "group=gui").<br>
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).[https://forums.factorio.com/viewtopic.php?p=549058#p549058]
 
=== 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 ([https://cdn.discordapp.com/attachments/340530709712076801/532315796626472972/unknown.png 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 <code>layers</code> are used then the <code>animation_speed</code> 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 <code>layers</code> are used then <code>max_advance</code> 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 <code>dice</code> above, but this specifies only how many slices there are on the x axis.
 
=== dice_y ===
'''Type''': [[Types/uint8]]
 
Same as <code>dice</code> above, but this specifies only how many slices there are on the y axis.
 
=== frame_sequence ===
'''Type''': [[Types/AnimationFrameSequence]]
 
=== stripes ===
'''Type''': [[Types/table|table]] (array) of [[Types/Stripe|Stripe]]
 
== Example ==
Specification of animation of a beacon
<syntaxhighlight lang="lua">
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
},</syntaxhighlight>
 
{{Prototype property type usage|{{FULLPAGENAME}}?Animation]}}

Latest revision as of 14:32, 25 October 2024

The prototype docs have moved to a new website with an improved format. This documentation page can now be found here: https://lua-api.factorio.com/latest/types/Animation.html

This wiki page is no longer updated and will be removed at some point in the future, so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback on the forums.