Types/Animation: Difference between revisions

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'''Type''': [[Types/SpriteSizeType]]
'''Type''': [[Types/SpriteSizeType]]


Width of one frame in pixels, from 0-8192.
Width of one frame in pixels, from 1-8192.


=== height ===
=== height ===
'''Type''': [[Types/SpriteSizeType]]
'''Type''': [[Types/SpriteSizeType]]


Height of one frame in pixels, from 0-8192.
Height of one frame in pixels, from 1-8192.


=== frame_count ===
=== frame_count ===

Revision as of 12:22, 4 March 2019

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.

Mandatory properties

width

Type: Types/SpriteSizeType

Width of one frame in pixels, from 1-8192.

height

Type: Types/SpriteSizeType

Height of one frame in pixels, from 1-8192.

frame_count

Type: Types/uint32

Can't be 0.

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.

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/string

Default: "medium"

Possible values:

  • "extra-high-no-scale"
  • "extra-high"
  • "high"
  • "medium"
  • "low"
  • "very-low"

flags

Type: Types/SpriteFlags

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.

shift

Type: Types/vector

Default: {0, 0}

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

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/string

Default: "normal"

Possible values:

  • "normal"
  • "additive"
  • "additive-soft"
  • "multiplicative"
  • "overwrite"

load_in_minimal_mode

Type: Types/bool

Default: false

premul_alpha

Type: Types/bool

Default: true

run_mode

Type: Types/string

Default: "forward"

Possible values are:

  • forward
  • backward
  • forward-then-backward

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 avoid pictures with too big width. The game engine limits the width of any input picture to 2048px, so it is compatible with most graphics cards.

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). Can't be 0.

max_advance

Type: Types/float

Default: MAX_FLOAT

repeat_count

Type: Types/uint8

Default: 1

Can't be 0.

stripes

Example

Specification of animation of electric furnace

    on_animation =
    {
      filename = "__base__/graphics/entity/electric-furnace/electric-furnace.png",
      priority = "high",
      x = 131,
      frame_width = 131,
      frame_height = 102,
      frame_count = 12,
      animation_speed = 0.5, --0.5 frames per tick, so 2 ticks per animation frame, so 30 frames per second
      shift = {0.5, 0.05 }
    },