TexturePackerAnimatedSpriteVPlay

The TexturePackerAnimatedSpriteVPlay component shows a single static sprite or an animated sprite like the AnimatedSpriteVPlay. It has an increased performance thanks to its support for sprite sheets created with TexturePacker. More...

Import Statement: import VPlay 2.0
Inherits:

Item

Inherited By:

TexturePackerSpriteVPlay

Properties

Methods

Detailed Description

The TexturePackerAnimatedSpriteVPlay component shows a sprite animation like the AnimatedSprite. It supports sprite sheets created with TexturePacker. The TexturePackerAnimatedSpriteVPlay can access single sprites in the sprite sheet through their names given in the JSON file. It also has an improved performance compared to the AnimatedSprite and AnimatedSpriteVPlay components.

Read the guide How to use TexturePacker with V-Play to know why sprite sheets reduce the memory consumption and improve the performance of your game.

Example Usage

The TexturePackerAnimatedSpriteVPlay components makes it trivial to load sprite sheets. You just need to provide the path (including the filename) of the JSON file and set the frame names. Note that the sprite sheet must be placed in the same directory as the json file. The following is an example for a sprite animation counting from 5 to 15 in steps of 5:

 import VPlay 2.0
 import QtQuick 2.0

 GameWindow {
     Scene {
         TexturePackerAnimatedSpriteVPlay {
             source: "../assets/img/squaby.json"
             frameNames: ["5.png", "10.png", "15.png"]
         }
     }
 }

To show a single image of the sprite sheet just choose a single frame without the array definition:

 import VPlay 2.0
 import QtQuick 2.0

 GameWindow {
     Scene {
         TexturePackerAnimatedSpriteVPlay {
             source: "../assets/img/squaby.json"
             frameNames: "10.png"
         }
     }
 }

This component supports content scaling to pick the best image quality for your screen density.

Property Documentation

currentFrame : int

When paused, the current frame can be changed manually by setting this property or calling advance().


fillMode : enumeration

Set this property to define what happens when the source image has a different size than the item. Currently, only the options Stretch (default) and PreserveAspectFit are supported. Stretch always stretches the content of the sprite to the given size. Therefore, the width to height ratio may change. PreserveAspectFit stretches the image to the maximal possible size while keeping the aspect ratio. See Image::fillMode for more details.

For example, if the frame is originally 200x100px and the sprite's width is set to 100px it shows the frame in 100x50px with fillMode set to PreserveAspectFit:

 import VPlay 2.0
 import QtQuick 2.0

 GameWindow {
     Scene {
         TexturePackerAnimatedSpriteVPlay {
             source: "../assets/img/squaby.json"
             frameNames: ["5.png", "10.png", "15.png"]
             width: 100
             fillMode: Image.PreserveAspectFit
         }
     }
 }

frameNames : var

This is a list of strings containing the image names in the packed sprite sheet. Note there is no path needed here, because this property has no URLs. Instead, it has string keys, which are used to find the frame's information in the JSON file. By default this property is empty, so you need to set it.

Here is an example how to use it:

 import VPlay 2.0
 import QtQuick 2.0

 GameWindow {
     Scene {
         TexturePackerAnimatedSpriteVPlay {
             source: "../assets/img/squaby.json"
             frameNames: ["5.png", "10.png", "15.png"]
         }
     }
 }

To show a single image of the sprite sheet just choose a single frame without the array definition:

 import VPlay 2.0
 import QtQuick 2.0

 GameWindow {
     Scene {
         TexturePackerAnimatedSpriteVPlay {
             source: "../assets/img/squaby.json"
             frameNames: "10.png"
         }
     }
 }

If you show a single image, setting the animation properties like frameRate or loops has no effect.


frameRate : real

The number of frames shown per second. Values equal to 0 or below are invalid. The duration a frame is shown is 1 / frameRate.


interpolate : bool

If true, interpolation will occur between sprite frames to make the animation appear smoother. Note that there is a visual jump if you change reverse while interpolation is used.

Note: Interpolation currently does not work if you rotated the image in the TexturePacker file. Please send us a support request if you need this feature.

Default is false.


loops : int

The number of loops the animation should run. Zero stops the animation immediately. Set to TexturePackerSprite.Infinite to let the animation run forever.

Default is TexturePackerSprite.Infinite


mirror : bool

This property holds whether the image should be horizontally mirrored.

The default value is false.


mirrorY : bool

This property holds whether the image should be vertically mirrored.

Note: Mirroring on the vertical axis is internally achieved by setting the Item::transform property. Thus if you set the transform property explicitly, you need to apply the y-scaling manually.

The default value is false.


paused : bool

When the animation is paused, you can advance the current frame manually either by setting currentFrame or calling advance().

Default is false.


reverse : bool

If this property is true, the animation will be played in reverse. Note that there is a visual jump if you change the reverse property while interpolate is enabled.

Default is false.


running : bool

Whether the sprite is animating or not. If it is not running the current frame does not change, not even if set directly.

Default is true.


smooth : bool

This property holds whether the image is smoothly filtered when scaled or transformed. Smooth filtering gives better visual quality, but it may be slower on some hardware. The low-level basis is texture filtering. False means that the sprite uses nearest neighbor filtering and true stands for linear interpolation.

Default is true.


source : url

This is the URL to the JSON file of the packed sprite sheet. Note that the sprite sheet image must be in the same directory as the JSON file. By default this property is empty, so you need to set it.

Here is an example how to use it:

 import VPlay 2.0
 import QtQuick 2.0

 GameWindow {
     Scene {
         TexturePackerAnimatedSpriteVPlay {
             source: "../assets/img/squaby.json"
             frameNames: ["5.png", "10.png", "15.png"]
         }
     }
 }

Method Documentation

void advance()

Advances the sprite animation by one frame if paused is true.


void pause()

Pauses the sprite animation. This does nothing if paused is true.


void restart()

Stops, then starts the sprite animation.


void resume()

Resumes the sprite animation if paused is true; otherwise, this does nothing.


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