Skip to content

Animations

Richard Thomas edited this page Aug 13, 2021 · 4 revisions

The game engine has a pre-made AnimationRenderComponent (code) which can be used to show animations on entities. This is a thin wrapper around libGDX's animation system, so it is recommended to read that before using animations.

Usage

Creating animations

Animations have to be created in libGDX's atlas format to be compatible with the animation component. You can generate an animation atlas from a series of still images, where each image represents a frame of animation. Some recommended tools that support this:

Adding animations to the game

Add an AnimationRenderComponent to the entity you want to render, then register each animation that's in the texture atlas. Start and stop an animation with startAnimation() and stopAnimation().

AnimationRenderComponent animator = new AnimationRenderComponent("player.atlas");
Entity player = new Entity().addComponent(animator);

// The animation name must match the name in the atlas
animator.addAnimation("walk", 0.1f);
animator.addAnimation("attack", 0.1f);
animator.addAnimation("jump", 0.1f);

// Now, we can start/stop the animatifon at any time
animator.startAnimation("walk");
animator.startAnimation("jump");
animator.stopAnimation();

Table of Contents

Home

How to Play

Introduction

Game Features

Main Character

Enemies
The Final Boss

Landscape Objects

Shop
Inventory
Achievements
Camera

Crystal

Infrastructure

Audio

User Interfaces Across All Pages
Juicy UI
User Interfaces Buildings
Guidebook
[Resource Management](Resource-Management)
Map
Day and Night Cycle
Unified Grid System (UGS)
Polishing

Game Engine

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

Clone this wiki locally