Types/RotatedAnimation: Difference between revisions

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(I couldn't confirm this, from what I saw for example in the north south defined cast, east should be map to north and west to south)
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'''Type''': [[Types/uint32]]
'''Type''': [[Types/uint32]]


The sequential animation instance is loaded equal to the entities direction within the direction_count setting. If the entity direction is outside of the configured direction_count then the North (1st) animation is shown.
The sequential animation instance is loaded equal to the entities direction within the direction_count setting.


Direction count to [[Types/Direction]] (animation sequence number):
Direction count to [[Types/Direction]] (animation sequence number):

Revision as of 14:14, 17 January 2022

Mandatory properties

direction_count

Type: Types/uint32

The sequential animation instance is loaded equal to the entities direction within the direction_count setting.

Direction count to Types/Direction (animation sequence number):

  • 1 - North (1)
  • 2 - North (1), South (2)
  • 4 - North (1), East (2), South (3), West (4)
  • 8 - North (1), Northeast (2), East (3), Southeast (4), South (5), Southwest (6), West (7), Northwest (8)

Optional properties

layers

Type: Types/table of Types/RotatedAnimation

If this property is present, all RotatedAnimation definitions have to be placed as entries in the array, and they will all be loaded from there. Each item (RotatedAnimation 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/RotatedAnimation

If this property exists and high resolution sprites are turned on, its contents are used to load the RotatedAnimation.

filename

Type: Types/FileName

Default: ""

Mandatory if stripes and filenames is not specified.

filenames

Type: types/table of Types/FileName

Default: ""

Only loaded if stripes is not present.

slice

Type: Types/uint32

Mandatory if filenames is present.

lines_per_file

Type: Types/uint32

Mandatory if filenames is present.

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}

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").

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 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). Has to be greater than 0.

max_advance

Type: Types/float

Default: MAX_FLOAT

repeat_count

Type: Types/uint8

Default: 1

Can't be 0.

dice

Type: Types/uint8

dice_x

Type: Types/uint8

dice_y

Type: Types/uint8

frame_sequence

Type: Types/AnimationFrameSequence

still_frame

Type: Types/uint32

Default: 0

axially_symmetrical

Type: Types/bool

Default: false

If true, direction_count must be greater than 1.

counterclockwise

Type: Types/bool

Default: false

middle_orientation

Type: Types/RealOrientation

Default: 0.5

orientation_range

Type: Types/float

Default: 1

Automatically clamped to be between 0 and 1.

apply_projection

Type: Types/bool

Default: true

stripes

Type: table (array) of Stripe

Template:Prototype property type usage