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# animatedsprite for SFML
This is a (stupid) simple implementation of sprite animation for [SFML](https://www.sfml-dev.org/index.php). It contains two files:
- animatedsprite.hpp
- animatedsprite.cpp
And those are all you need to get going. In the `test/` directory you find a super small program using the animatedsprite provided utlities.
## The Animation File Format
Animation files are just simple ASCII text files. See `test/testanimations.txt` as an example. Below the structure of each animation definition is described.
Comment lines in the file start with `#` which are ignored, along with empty lines.
Each animation starts with:
`animation MyAnimationName`
Followed by a collection of definition lines:
- `frame-origin x y`
- Where `x` and `y` are unsigned integers.
- Where is the first sprite frame located in the spritesheet.
- `frame-size x y`
- Where `x` and `y` are unsigned integers.
- How big is the sprite frame.
- `frame-step x y`
- Where `x` and `y` are unsigned integers.
- How much the frame needs to be translated every new frame.
- Usually identical to your frame-size, but useful for example for skipping every other frame.
- `frame-margin x y`
- Where `x` and `y` are unsigned integers.
- Represents the "empty space" between frames. A lot of spritesheets come with empty space between each sprite frame. This is to prevent frames bleeding into each other.
- `frame-count n`
- Where `n` is an unsigned integer.
- `frame-time n`
- Where `n` is an unsigned integer and represents milliseconds.
- `reverse`
- If present it reverse the animation.
- `loop`
- If present it loops the animation by going back to the first frame after the last frame has been reached.
- `bounce`
- If present it loops the animation by going in reverse whenever the last frame has been reached.
The actual source code tells you most likely all you need to know:
```cpp
unsigned const x = frameOrigin.x + (frameNumber * frameMargin.x) + (frameNumber * frameStep.x);
unsigned const y = frameOrigin.y + (frameNumber * frameMargin.y) + (frameNumber * frameStep.y);
```
Where x and y are the topleft coordinates of the sprite frame.