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Copy pathspawnAtlasPico.lua
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spawnAtlasPico.lua
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function onCreate()
--[ Making the sprite ]--
-- makeAnimatedLuaSprite is the function to make animated lua sprites (wow!)
-- 'atlasPico-test' is the object's tag, basically a codename for the lua sprite
-- 'testSheet/Pico_Atlas' is the path to the sprite's files, starting from the images folder
-- 100, Horizontal position of the sprite
-- 100, Vertical position of the sprite
-- 'tex' is the type of our lua sprite, default is Sparrow and putting 'tex' makes it an Atlas sprite
makeAnimatedLuaSprite('atlasPico-test', 'testSheet/Pico_Atlas', 100, 100, 'tex');
--[ Adding Animations ]--
-- addAnimationByPrefix is the function used to add animations from XMLs, also works for Atlas
-- 'atlasPico-test', is the object's tag
-- 'idleAnimation' is a codename for the sprite's animation that will be used later
-- 'Pico-Idle', the actual name of the animation in the spritesheet, in this case, it's the animation's label
-- 24, Framerate of the animation
-- false, whether the animation should loop, can be true or false
addAnimationByPrefix('atlasPico-test', 'idleAnimation', 'Pico-Idle', 24, false);
--[ Adding the sprite to the game ]--
-- addLuaSprite is the function for adding any type of lua sprite to the stage
-- 'atlasPico-test', is the object's tag
-- true, whether the sprite should be over the characters (BF, GF and Dad)
addLuaSprite('atlasPico-test', true);
end
function onBeatHit()
--[ Making the sprite play an idle animation like the characters ]--
if curBeat % 2 == 0 then -- Check to run the code below every 2 beats (basically like the characters's idles)
-- playAnim is the function to make lua sprites play their animations
-- 'atlasPico-test' is the object's tag
-- idleAnimation is the name given to the animation in addAnimationByPrefix
-- false, whether the animation should reset if it's played over itself
playAnim('atlasPico-test', 'idleAnimation', false);
end
end