Sprite Animator
September 29, 2018 ยท View on GitHub
Sprite animation editor based on the Thor library extension to SFML.
Features
Sprite Animator is an easy and flexible editor which allows you to create animations in a matter of seconds. The editor is built upon the animation module from Thor and has support for:
- Sprite sheet selection
- Grid generation for sprite sheets based on tile size
- Export animation data directly to animation files
Screenshot


How-to
Setting up:
- Build the provided Visual Studio 2017 solution (
sln) as x86 (Debug) - Copy the contents of the
dllfolder to yourDebugfolder - Run the program
How-to integrate
- Add json to your project include settings
- Add
SpriteAnimator.hppandSpriteAnimator.cppto your project
Example code
#include <SFML/Graphics.hpp>
#include <SFML/Window/Event.hpp>
#include <SFML/System/Clock.hpp>
#include <loader/SpriteAnimator.hpp>
int main()
{
sf::RenderWindow window(sf::VideoMode(800, 600), "Animation");
sf::Clock clock;
sf::Sprite sprite;
sf::Texture spriteSheet;
px::SpriteAnimator animator;
// Prepare sprite
spriteSheet.loadFromFile("src/res/sprites/orc.png");
sprite.setTexture(spriteSheet);
sprite.setPosition(sf::Vector2f(400.f, 300.f));
// Load animations
animator.loadAnimation("src/res/data/up_orc.anim");
animator.loadAnimation("src/res/data/left_orc.anim");
animator.playAnimation("left_orc", true);
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
}
// Update animation system
animator.update(sprite, clock.restart());
window.clear();
window.draw(sprite);
window.display();
}
return 0;
}
Remarks
- The Thor animation module have been slightly modified as crucical functionality was missing for the editor
- These changes can be found in
AnimationMap.hppandAnimationMap.inl - If you want to use these files you can also uncomment
removeAnimation(...)inSpriteAnimator.hpp
Limitations
- Support is limited to one spritesheet
Dependencies
License
This library is licensed under the MIT License, see LICENSE for more information.