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Chiro

A library that makes it easier to work with Spine animations in LÖVE games.

Example

If your project looks like this:

├── main.lua
├── chiro.lua
├── spine-love
├── spine-lua
└── spineboy
    ├── spineboy.json
    ├── spineboy.atlas
    └── spineboy.png

Then you can get up and running quickly by doing this in main.lua:

require 'spine-love/spine'

chiro = require 'chiro'

animation = chiro.create({
  dir = 'spineboy',
  states = {
    walk = {
      loop = true
    }
  },
  default = 'walk'
})

function love.update(delta)
  animation:update(delta)
end

function love.draw()
  love.graphics.setColor(255, 255, 255)
  animation:draw(400, 550)
end

Advanced

To create a chiro animation, call chiro.create(options). Chiro needs to know where the JSON file and images folder are, which can be specified using the dir option. This should point to a directory containing a JSON file, an atlas, and a png file, all named the same as the directory.

Here are the other optional options that can be customized:

local animation = chiro.create({
  scale = 1, -- base scale of animation
  flip = false, -- flip animation along the x axis
  flip = { -- can also flip both x and y
    x = false,
    y = false
  },
  x = 0, -- x value to draw at
  y = 0, -- y value to draw at
  offset = {
    x = 0, -- offset x values by this amount
    y = 0 -- offset y values by this amount
  },
  speed = 1, -- global speed of animation
  states = {
    <animationName> = {
      loop = false, -- whether or not to repeat the animation
      track = 0, -- the track to play the animation on
      speed = 1, -- the speed at which to play the animation
      length = 1 -- alternatively, specify how long the animation should take to complete
      next = <animationName> -- specify an animation to transition to on completion
    }
  },
  on = {
    <eventName> = function(animation, event) end,
    start       = function(animation, state) end,
    complete    = function(animation, state) end,
    ['end']     = function(animation, state) end
  },
  default = <animationName> -- immediately start playing this animation
})

An animation should be updated to play through the tracks and set the bones in the right position. To do this, call the update function on the chiro animation:

function love.update(dt)
  animation:update(dt)
end

dt is the number of seconds elapsed since the last call to update.

To draw the animation to the screen, call draw:

function love.draw()
  animation:draw(x, y)
end

x and y are optional. They can also be set on the animation directly:

animation.x = 100
animation.y = 100

Use set to play a specific animation:

animation:set('walk') -- Play the walk animation

The animation will play using the settings defined in the states part of the config for that animation. This can be used to control speed, looping, tracks, and can also be used to transition to another animation after the current one is finished playing.

To reset things, call clear on the animation to clear all animation tracks, or resetTo(name) to clear all tracks and begin playing an animation.

To hook into events for the animation, specify functions for keys in the on section of the config. start, complete, and end will be passed the animation object and the state object as arguments.

Chiro also exposes most of the underlying Spine objects as properties on the animation object:

  • skeletonJson
  • skeletonData
  • skeletonRenderer
  • skeleton
  • animationStateData
  • animationState

License

MIT, see LICENSE for details.

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Easy Spine animations for LÖVE

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