Awesome
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.