ActorSprite
┗> Sprite > Object > Class
Methods
ActorSprite:_setSprite(texture: string?, keep_anim: boolean?)
(Called internally) Sets the current sprite
Arguments:
texture: string? | |
keep_anim: boolean? |
ActorSprite:canTalk()
Whether this sprite can talk using it's current sprite
@return can_talk
— Whether a talksprite is defined
@return talk_speed
— The speed at which the talk sprite should animate, in seconds
Returns:
can_talk: boolean | Whether a talksprite is defined |
talk_speed: number | The speed at which the talk sprite should animate, in seconds |
ActorSprite:getDirectionalPath(sprite: string)
(Called internally) Gets the path for a directional sprite based on the current facing direction
Arguments:
sprite: string |
Returns:
new_sprite: string |
ActorSprite:getValueForSprite(tbl: table)
Selects from the given table tbl
the relevant value for the current sprite, if it exists
Arguments:
tbl: table |
Returns:
1: any |
ActorSprite:isDirectional(texture: string)
(Called internally) Checks whether a particular texture
has sprites defined for multiple facing directions
Note: Assumes that all four directions are always defined
Arguments:
texture: string |
Returns:
directional: boolean? | |
separator: string? |
ActorSprite:isSprite(sprite: string)
Checks whether sprite
matches the sprite's current texture
Arguments:
sprite: string |
Returns:
1: boolean |
ActorSprite:resetSprite(ignore_actor_callback: boolean?)
Resets this sprite to the default animation or sprite.
@param ignore_actor_callback
— When set to true
, will not call the actor's preResetSprite()
function.
Arguments:
ignore_actor_callback: boolean? | When set to |
ActorSprite:set(name: string|nil, callback: fun( ActorSprite)?, ignore_actor_callback: boolean?)
Sets the sprite to either a texture or an animation
If the current actor has an animation with a name matching name
, it will be passed into ActorSprite:setAnimation()
.
Otherwise, it will be passed into ActorSprite:setSprite()
.
Arguments:
name: string|nil | |
callback: fun( ActorSprite)? | |
ignore_actor_callback: boolean? |
ActorSprite:setActor(actor: string|Actor)
Sets or replaces the current actor on the sprite.
Will also reset the sprite through ActorSprite:setSprite()
Arguments:
actor: string|Actor | Actors are a type of data class that represent the visuals of a character - anything that is some type of character, be it the player, an NPC, or an enemy in battle, it will require an actor. |
ActorSprite:setAnimation(anim: (string|function|table)?, callback: fun( ActorSprite)?, ignore_actor_callback: boolean?)
Sets the animation of the current sprite.
The animation specified in anim
can be one of the following:
string
- The name of an animation defined on the sprite's current actor.table
- a table of animation data. Refer toSprite:setAnimation(anim)
for how to use this, as well as the additional keys supported onActorSprite
listed below:-
temp: boolean
- Whether the previous aniamtion/sprite should be set once the new animation is stops (Defaults tofalse
)
function
- An animation routine
@param callback
— A callback to run when the animation finishes
@param ignore_actor_callback
— Whether to skip calling Actor:preSetAnimation()
Arguments:
anim: (string|function|table)? | |
callback: fun( ActorSprite)? | A callback to run when the animation finishes |
ignore_actor_callback: boolean? | Whether to skip calling |
Returns:
1: boolean? |
ActorSprite:setCustomSprite(texture: string?, ox: number?, oy: number?, keep_anim: boolean?)
Sets the sprite relative to assets/sprites
, with a custom offset.
@param texture
— The path to the sprite to use, relative to assets/sprites
@param ox
— The x-offset of the sprite
@param oy
— The y-offset of the sprite
Arguments:
texture: string? | The path to the sprite to use, relative to |
ox: number? | The x-offset of the sprite |
oy: number? | The y-offset of the sprite |
keep_anim: boolean? |
ActorSprite:setFacing(facing: "down"|"left"|"right"|"up")
Sets the facing direction of the current sprite
facing:
| "up"
| "down"
| "left"
| "right"
Arguments:
facing: "down"|"left"|"right"|"up" |
ActorSprite:setSprite(texture: string?, keep_anim: boolean?, ignore_actor_callback: boolean?)
Sets the current sprite
Arguments:
texture: string? | |
keep_anim: boolean? | |
ignore_actor_callback: boolean? |
ActorSprite:setTextureExact(texture: any)
(Called internally) Sets the current sprite to a single texture.
Note: Only for internal overrides. Use Sprite:setSprite()
instead.
Arguments:
texture: any |
ActorSprite:setWalkSprite(texture: string)
Sets the current sprite and starts animating it based on walk_speed
and walking
Arguments:
texture: string |
ActorSprite:updateDirection()
(Called internally) Updates the current sprite to match the current facing direction
Fields
ActorSprite.actor: Actor
(Read-only) The actor associated with this sprite
ActorSprite.anim: (string|function|table)?
(Read-only) The current animation set on the sprite
ActorSprite.aura: boolean
Whether the sprite currently has a glowing aura (used for ChaserEnemy
objects)
ActorSprite.aura_siner: number
A timer used for the aura effect
ActorSprite.dir_sep: string?
(Read-only) The separator the current sprite uses for its directional sprites. Either "_"
or "/"
ActorSprite.directional: boolean?
(Read-only) Whether the current sprite changes based on the facing direction
ActorSprite.facing: "down"|"left"|"right"|"up"
(Read-only) The sprite's current facing direction
ActorSprite.freeze_progress: number
The percentage of the enemy that is frozen, as a number ranging from 0 to 1
ActorSprite.frozen: boolean
Whether the sprite has a frozen overlay
ActorSprite.full_sprite: string?
(Read-only) The full string path of the current texture, if it exists
ActorSprite.last_facing: "down"|"left"|"right"|"up"
(Read-only) The direction the sprite was facing on the previous frame
ActorSprite.offsets: table<string, [number, number]>
(Read-only) A table of offset positions for sprites (inherited from Actor.offsets
)
ActorSprite.on_footstep: fun( Sprite, cycle)?
A callback function that is run whenever the character is in the "step" part of their animation while walking
ActorSprite.run_away: boolean
Special draw mode for enemies running away from battle on defeat
ActorSprite.run_away_timer: number
A timer used for the run away animation
ActorSprite.sprite: string?
(Read-only) The current texture of the sprite, if it exists
ActorSprite.sprite_options: table
(Read-only)
ActorSprite.temp_anim: (string|function|table)?
(Read-only) The animation that will be set when the current temporary animation stops
ActorSprite.temp_sprite: string?
(Read-only) The sprite that will be set when the current temporary animation stops
ActorSprite.walk_frame: number
(Read-only) The current frame of the walking animation
ActorSprite.walk_override: boolean
(Read-only) Enables special update code for the walk animation
ActorSprite.walk_speed: number
The movement speed of the character attached to this sprite
ActorSprite.walking: boolean
Whether the sprite is currently walking