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Most animated images you see in supertux are sprites. Sprite definitions are defined in individual files that end in ".sprite", e.g. "data/images/creatures/snowball.sprite", and follow S-expr syntax.


    (name "left")
    (hitbox 2 4 31.8 31.8)
    (images "left-0.png"
    (name "right")
    (hitbox 2 4 31.8 31.8)
    (mirror-action "left")
    (name "squished-left")
    (hitbox 1 -19 31.8 31.8)
    (images "squished-left.png")
    (name "squished-right")
    (hitbox 1 -19 31.8 31.8)
    (mirror-action "squished-left")


Let's look at the sprite "snowball":

A sprite consists of a set of actions. An action is simply an animation composed from several images. The engine can render a sprite and change it's currently displayed action. The snowball sprite, for example, contains 4 actions named "left", "right", "squished-left" and "squished-right".

Additionally you can define animation speed (fps <n>) and a hitbox (hitbox <x> <y> <w> <h>).

The hitbox offset indicates where the "origin" of the sprite is: If the engine draws a sprite at position 50,50 then <x> will be substracted from the x coordinate and <y> will be substraced from the y-coordinate. The hitbox size will get read by most sprites' gamecode to set the width and height of an imaginary rectangle that defines what parts of a sprite are solid.

(sprite) block

The sprite description file is s-expr based. A sprite description starts with a (sprite) list, It should then contain a name entry (name "myname") and then several (action) entries (at least 1).

(action) block

The action block contains then the name of an action (name "myaction") can optionally contain an (hitbox <x> <y> <w> <h>) block. It's also possible to add an (fps number) block to define the number of frames played per second. Finnaly comes a list of (images) or the '(mirror-action "actionname") keyword which will take an already defined action and flip all it's images vertically.

Adding Own Sprites / Testing

You can easily add your own sprites by creating a custom .sprite file and placing it somewhere appropriate, e.g. "data/creatures/<name>/<name>.sprite" for badguys or "data/objects/<name>/<name>.sprite" for game objects. Now you probably want to test your sprite. This is easily possible by adding a scriptedobject to an existing level. If you have define a new sprite called "wormy" then you can test it by adding this object to an existing level file (the coordinates should be adjusted to something sensible):

    (name "TESTSPRITE")
    (x 160)
    (y 100)
    (visible #t)
    (sprite "data/<path>/<name>/<name>.sprite")

And supertux will display the action called "default" in the sprite. You can test other actions by adding some commands to the (init-script) of the level like this (this will play the "slurp" animation):

 (init-script "