Types/AnimationFrameSequence: Difference between revisions

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Comple example - animation contains different layers with different frame counts
Complex example - animation contains different layers with different frame counts
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   local custom_frame_sequence = { 2, 2, 2, 2, 2, 4, 3, 4, 3 }
   local custom_frame_sequence = { 2, 2, 2, 2, 2, 4, 3, 4, 3 }

Revision as of 10:23, 5 February 2023

An array of Types/uint16. Used by Types/Animation and similar.

This is a list of 1-based frame indices into the spritesheet. The actual length of the animation will then be the length of the frame_sequence (times repeat_count, times two if run_mode is "forward-then-backward"). There is a limit for (actual) animation length of 255 frames.

Indices can be used in any order, repeated or not used at all. Unused frames are not loaded into VRAM at all, frames referenced multiple times are loaded just once.[1]

Examples

Trivial example - frame_sequence defines same sequence in which the animation would load by default, so it is useless in this case:

  frame_count = 4,
  frame_sequence = { 1, 2, 3, 4 }

Usage example - first five times repeat frame 2, then alternate between 4 and 3 two times. Frame 1 is not used:

  frame_count = 4,
  frame_sequence = { 2, 2, 2, 2, 2, 4, 3, 4, 3 }

Complex example - animation contains different layers with different frame counts

  local custom_frame_sequence = { 2, 2, 2, 2, 2, 4, 3, 4, 3 }
  layers = {
    {
      -- Animation with custom frame sequence
      frame_count = 4,
      frame_sequence = custom_frame_sequence,
    },
    {
      -- Single sprite that's repeated
      repeat_count = #custom_frame_sequence,
    },
    {
      -- Other animation with different frame count
      -- Assuming: #custom_frame_sequence < frame_count
      frame_count = #custom_frame_sequence,
    },
  }