SkelForm runtime for Pygame. Uses the generic runtime
Project description
Library for running SkelForm animations in Pygame.
import skelform_pygame as skf_pg
Basic Setup
skf_pg.load()- loads.skffile and returns armature & textures, to be used laterskf_pg.animate()- transforms the armature's bones based on the animation(s)skf_pg.construct()- provides the bones from this armature that are ready for useskf_pg.draw()- draws the bones on-screen, with the provided style(s)
1. Load:
(armature, textures) = skf_pg.load("skellina.skf")
This should only be called once (eg; before main game loop), and armature and
textures should be kept for later use.
2. Animate:
# use `skf_pg.time_frame()` to get the animation frame based on time (1000 = 1 second)
time = 2000
frame = skf_pg.time_frame(time, armature.animations[0], False, True)
print(frame) # will be at the 2 second mark of the animation
armature.bones = skf_pg.animate(armature, [armature.animations[0]], [0], [0])
Note: not needed if armature is statilc
3. Construct:
center = pygame.Vector2(screen.get_width()/2, screen.get_height()/2)
final_bones = skf_pg.construct(
armature,
screen,
skf_pg.AnimOptions(
pos=center
)
)
Modifications to the armature (eg; aiming at cursor) may be done before or after construction.
4. Draw:
skf_pg.draw(final_bones, armature.styles, textures, screen)
Limitations
- Mesh deformation not supported
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