[Library] anim8 - An animation library - v2.3.0 released

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Mogex
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Re: [Library] anim8 - An animation library - v1.2.0 released

Post by Mogex » Fri Dec 07, 2012 3:40 pm

[quote="kikito"]Can you give me the complete source code, or at least the line where the error happened? What version of anim8 are you using?

Code: Select all

function Animation:draw(image, x, y, r, sx, sy, ox, oy, ...)
  local frame = self.frames[self.position]
  if self.flippedH or self.flippedV then
    r,sx,sy,ox,oy = r or 0, sx or 1, sy or 1, ox or 0, oy or 0
    local _,_,w,h = frame:getViewport()

    if self.flippedH then
      sx = sx * -1
      ox = w - ox
    end
    if self.flippedV then
      sy = sy * -1
      oy = h - oy
    end
  end
  love.graphics.drawq(sheet1, frame, x, y, r, sx, sy, ox, oy, kx, ky ) --Line 273
end

-----------------------------------------------------------

local anim8 = {
  newGrid = newGrid,
  newAnimation = newAnimation
}
return anim8
And...............this is the main.lua.

Code: Select all


local anim8 = require 'anim8'
local image, animation

function love.load()
 love.physics.setMeter(60)
 world = love.physics.newWorld(0, 9.81*64, true)
 
 image = love.graphics.newImage("sheet1.png")
 local g = anim8.newGrid(32, 32, image:getWidth(), image: getHeight())
 animation = anim8.newAnimation('loop', g('1,1-8'), 0.1)
 animation:draw(sheet1, 100, 200)
 
 objects = {} --Creates table "objects"
  
  --The ground
  objects.ground = {}
  objects.ground.body = love.physics.newBody(world, 650/2, 650-50/2) --2nd & 3rd parameter are used to anchor object.ground to fit in correct place
  objects.ground.shape = love.physics.newRectangleShape(650, 50) --Width = 650, Height = 50
  objects.ground.fixture = love.physics.newFixture(objects.ground.body, objects.ground.shape) --attach shape to body
  
  --Ball
  objects.ball = {}
  objects.ball.body = love.physics.newBody(world, 650/2, 650/2, "dynamic") -- Centering of the ball, made to be dynamic to move.
  objects.ball.shape = love.physics.newCircleShape(20) -- Radius = 20
  objects.ball.fixture = love.physics.newFixture(objects.ball.body, objects.ball.shape, 1)
  objects.ball.fixture:setRestitution(0.9) --Adds le bounce
  
  --Blocks
  objects.block1 = {}
  objects.block1.body = love.physics.newBody(world, 200, 550, "dynamic")
  objects.block1.shape = love.physics.newRectangleShape(0, 0, 50, 100)
  objects.block1.fixture = love.physics.newFixture(objects.block1.body, objects.block1.shape, 5)
  
  objects.block2 = {}
  objects.block2.body = love.physics.newBody(world, 200, 400, "dynamic")
  objects.block2.shape = love.physics.newRectangleShape(0, 0, 100, 50)
  objects.block2.fixture = love.physics.newFixture(objects.block2.body, objects.block2.shape, 2)
 
  love.graphics.setBackgroundColor(101, 64, 251) --Blue background!
  love.graphics.setMode(650, 650, false, true, 0) --set the window dimensions to 650 by 650 with no fullscreen, vsync on, and no antialiasing
end

function love.update(dt)
animation:update(dt) -- enables anim8
world:update(dt) --this puts the world into motion
 
 if love.keyboard.isDown("right") then --press the right arrow key to push the ball to the right
    objects.ball.body:applyForce(400, 0)
  elseif love.keyboard.isDown("left") then --press the left arrow key to push the ball to the left
    objects.ball.body:applyForce(-400, 0)
  elseif love.keyboard.isDown("up") then --press the up arrow key to set the ball in the air
    objects.ball.body:setPosition(650/2, 650/2)
  end
end

function love.draw()

 love.graphics.setCaption("Mars")
 love.graphics.setColor(72, 160, 14) -- set the drawing color to green for the ground
 love.graphics.polygon("fill", objects.ground.body:getWorldPoints(objects.ground.shape:getPoints())) -- draw a "filled in" polygon using the ground's coordinates
 
 love.graphics.setColor(193, 47, 14) --set the drawing color to red for the ball
 love.graphics.circle("fill", objects.ball.body:getX(), objects.ball.body:getY(), objects.ball.shape:getRadius())
 
 love.graphics.setColor(50, 50, 50) -- set the drawing color to grey for the blocks
 love.graphics.polygon("fill", objects.block1.body:getWorldPoints(objects.block1.shape:getPoints()))
 love.graphics.polygon("fill", objects.block2.body:getWorldPoints(objects.block2.shape:getPoints()))
 
 end

Stack error:

Error

anim8.lua:273: incorrect parameter type: expected userdata.

Traceback

[C]: in function 'drawq'
anim8.lua:273:in function 'draw'
main.lua.11: in function 'load
[C]: in function 'xpcall'
Last edited by Mogex on Fri Dec 07, 2012 9:36 pm, edited 2 times in total.

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Roland_Yonaba
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Re: [Library] anim8 - An animation library - v1.2.0 released

Post by Roland_Yonaba » Fri Dec 07, 2012 3:48 pm

Mogex wrote:Oh and whats with all of the "obey" avatars?
Oh that ?
A monstrous conspiracy.
You're strongly encouraged to join the resistance. We have cakes. :awesome:

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Mogex
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Re: [Library] anim8 - An animation library - v1.2.0 released

Post by Mogex » Fri Dec 07, 2012 9:42 pm

Bump, so the edit can be seen.

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kikito
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Re: [Library] anim8 - An animation library - v1.2.0 released

Post by kikito » Fri Dec 07, 2012 11:06 pm

Well, the issue seems very simple. You have named your image variable image,

Code: Select all

image = love.graphics.newImage("sheet1.png")
But when you are using it to draw the animation, you are calling it sheet1:

Code: Select all

animation:draw(sheet1, 100, 200)
sheet1 has not been declared before, so Lua assigns it the value "nil". You are passing nil to love.graphics.drawq, as I suspected. That's why you are getting that error.

Replacing sheet1 by image on that line will probably get rid of it, but will still not draw the animation. In order for it to appear, you will have to move the animation:draw(image, 100, 200) line inside the love.draw function.
When I write def I mean function.

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shatterblast
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Re: [Library] anim8 - An animation library - v1.2.0 released

Post by shatterblast » Tue Dec 11, 2012 10:09 pm

Hello! I'm new to Love 2D and to Lua in general. I could use a little help please. I'm trying to animate with an image grid, using Anim8 1.2 and Love 2D version 0.8. In general, I'm trying to render some nifty particle effects as animations instead of using a particle engine.

Anim8 seemed highly recommended so I thought I would give it a try. I have a test PNG image with a size of 960 by 4224. Each frame is 192 by 192 and has no borders. This creates a sheet of 5 frames by 22 frames for a total of 110 frames. I hope I'm not coming across as confusing.

Anyhow, I get an error message that says: There is no frame for x=6, y=1.

My code that I've tried editing from the README:

Code: Select all

local anim8 = require 'anim8'

function love.load()
  imageTest = love.graphics.newImage('media/sparkle_test.png')

  local testGrid = anim8.newGrid(192, 192, 960, 4224)
  animationTest = anim8.newAnimation('loop', testGrid('1-110, 1'))
end

function love.update(dt)
  animationTest:update(dt)
end

function love.draw()
  animationTest:draw(imageTest, 100, 200)
end

And the image:
http://postimage.org/image/662nctz8p/

Thanks for any attention.

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Uhfgood
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Re: [Library] anim8 - An animation library - v1.2.0 released

Post by Uhfgood » Sat Feb 02, 2013 8:08 am

Quick question about delays (defaultDelay specifically) -- what does that number represent. Seconds? milliseconds? something else?

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kikito
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Re: [Library] anim8 - An animation library - v1.2.0 released

Post by kikito » Sat Feb 02, 2013 12:15 pm

shatterblast wrote:I could use a little help please. I'm trying to animate with an image grid, using Anim8 1.2 and Love 2D version 0.8. In general, I'm trying to render some nifty particle effects as animations instead of using a particle engine.
[...]
Anyhow, I get an error message that says: There is no frame for x=6, y=1.
Hi Shatterblast, I'm sorry, I didn't read your message until now. From what I'm reading in other post, you are already using AnAL, so this answer will probably not serve you. Let me answer in case someone else has the same issue.

When you write this,

Code: Select all

animationTest = anim8.newAnimation('loop', testGrid('1-110, 1'))
Anim8 understands "Create an animation with the first 110 frames of the first row". The "x" coordinate goes from 1 to 110, and the "y" coordinate is "fixed" in 1.

But in your case, your animation takes several rows. I suspect this is probably what you need:

Code: Select all

animationTest = anim8.newAnimation('loop', testGrid('1-5,1-22'))
Now this says "x goes from 1 to 5, and y goes from 1 to 22".
Uhfgood wrote:Quick question about delays (defaultDelay specifically) -- what does that number represent. Seconds? milliseconds? something else?
It depends on the dt what you pass to animation:update(dt). If dt is in seconds, then the time delays will be in seconds too. This is the usual case, if you are just using LÖVE's default dt as provided in love.update.

You can use numbers smaller than 1, like 0.1, 0.25, etc.
When I write def I mean function.

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Uhfgood
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Re: [Library] anim8 - An animation library - v1.2.0 released

Post by Uhfgood » Sat Feb 02, 2013 10:21 pm

So delays are in the range of 0 - 1?

I'm using a kind of fixed frame rate code. Approximately 60 fps. Essentially I pass 1/60 into my time. So I'm still a bit unsure. (the dt value passed to my code is usually 0.0166666)

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Re: [Library] anim8 - An animation library - v1.2.0 released

Post by kikito » Mon Feb 04, 2013 9:51 am

Uhfgood wrote:So delays are in the range of 0 - 1?
It depends on your animation. If each frame of your animation takes less than 1 second to execute, then yes, the delays will be in 0..1. If one or more frames of your animation take longer than 1 second, then the ranges can be different.
Uhfgood wrote:I'm using a kind of fixed frame rate code. Approximately 60 fps. Essentially I pass 1/60 into my time. So I'm still a bit unsure. (the dt value passed to my code is usually 0.0166666)
Usually, the smaller the dt, the better. Anim8 internally "adds" the time that has passed for each animaton. It's prepared for handling variable framerate. If your framerate is stable, that's great. But that should not affect anim8 in any way. Just pass your dt to animation:update, and it'll handle the details.
Last edited by kikito on Wed Apr 03, 2013 8:47 pm, edited 1 time in total.
When I write def I mean function.

Septi
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Re: [Library] anim8 - An animation library - v1.2.0 released

Post by Septi » Wed Apr 03, 2013 12:51 pm

I just cloned anim 8 from the Git repo, and here's an error I'm getting:

Code: Select all

Error: [string "3rdparty/anim8/anim8.lua"]:259: attempt to index field 'frames' (a nil value)
stack traceback:
	[string "3rdparty/anim8/anim8.lua"]:259: in function 'draw'
	[string "main.lua"]:16: in function 'draw'
	[string "boot.lua"]:323: in function <[string "boot.lua"]:308>
	[C]: in function 'xpcall'
My main.lua file looks like this:

Code: Select all

local anim8 = require '3rdparty/anim8/anim8.lua'

local image, animation

function love.load()
    image = love.graphics.newImage ('media/pumpking.png')
    local g = anim8.newGrid (46, 46, image:getWidth(), image:getHeight())
    animation = anim8.newAnimation ('loop', g ('3,1-3'), 0.1)
end

function love.update (dt)
    animation:update (dt)
end

function love.draw()
    animation.draw (image, 400, 300)
end
Is something wrong with anim8, or did I do something stupid? Please be forgiving, I'm very new both to Lua and Love.

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