Skip to content

SolarLune/goaseprite

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

35 Commits
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

goaseprite

pkg.go.dev link

Goaseprite is a JSON loader for Aseprite files for Golang.

How To Use

Usage is pretty straightforward. You export a sprite sheet and its corresponding JSON data file from Aseprite (Ctrl+E). The values should be set to Hash with Frame Tags and Slices (optionally) on.

Then you'll want to load the Aseprite data. To do this, you'll call goaseprite.Open() with a string argument of where to find the Aseprite JSON data file, or manually pass the bytes to goaseprite.Read(). From this, you'll get a *goaseprite.File, which represents an Aseprite file. It's from here that you control your animation.

You can call File.Play() to play a tag / animation, and use the File.Update() function with an argument of delta time (the time between the previous frame and the current one) to update the animation. Call File.CurrentFrame() to get the current frame, which gives you the X and Y position of the current frame on the sprite sheet. Assuming a tag with a blank name ("") doesn't exist in your Aseprite file, goaseprite will create a default animation with that name, allowing you to easily play all of the frames in sequence.

Here'a quick example, using ebiten for rendering:

package main

import (
	"image"

	"github.com/hajimehoshi/ebiten/v2"
	"github.com/hajimehoshi/ebiten/v2/ebitenutil"
	"github.com/solarlune/goaseprite"

	_ "image/png"
)

type Game struct {
	Sprite *goaseprite.File
	Player *goaseprite.Player
	Img    *ebiten.Image
}

func NewGame() *Game {

	game := &Game{
		Sprite: goaseprite.Open("16x16Deliveryman.json"),
	}
	game.Player = goaseprite.NewPlayer(game.Sprite)

	img, _, err := ebitenutil.NewImageFromFile(game.Sprite.ImagePath)
	if err != nil {
		panic(err)
	}

    game.Sprite.Play("walk")

	game.Img = img

	return game

}

func (game *Game) Update() error {

	game.Sprite.Update(float32(1.0 / 60.0))

	return nil
}

func (game *Game) Draw(screen *ebiten.Image) {

	opts := &ebiten.DrawImageOptions{}

	sub := game.Img.SubImage(image.Rect(game.Sprite.CurrentFrameCoords()))

	screen.DrawImage(sub.(*ebiten.Image), opts)

}

func (game *Game) Layout(w, h int) (int, int) { return 320, 180 }

func main() {

	ebiten.RunGame(NewGame())

}

You also have the ability to use File.OnLoop, File.OnFrameChange, File.OnTagEnter, and File.OnTagExit callbacks to trigger events when an animation's state changes, for example. That's roughly it!

Additional Notes

As for dependencies, GoAseprite makes use of tidwall's nice gjson package.

About

Aseprite JSON loader for Go (Golang)

Resources

License

Stars

Watchers

Forks

Packages

No packages published

Languages