A sprite editor in 100 lines of code
Recently I've been mulling ways to add images to my Lua Carousel scripts. One problem with LÖVE apps on mobile devices is a paucity of ways to get non-text data in and out. We don't have https support until LÖVE v12. On Android there are also onerous restrictions on sharing data through files. Finally, we don't have ways to access non-text data from the clipboard. For now, small amounts of text are the sweet spot for LÖVE and therefore for Lua Carousel. For images, that translates to small sprites that can be economically encoded as text.
For example, here's a tiny program to draw a sprite on screen:
sprite = { {1,2}, {2,1}, } function draw_sprite(sprite, zoom, x,y, palette) for j,row in ipairs(sprite) do for i,cell in ipairs(row) do color(unpack(palette[cell])) rect('fill', x+(i-1)*zoom, y+(j-1)*zoom, zoom, zoom) end end end draw_sprite(sprite, 16, 40,90, {{1,0,0}, {0,0,1}})
It's a 2D array of ints, and the ints index into a palette where you configure colors.
For many purposes I can edit the sprite right in the source code. But it's also been fun for my kids to play with the following sprite editor:
palette = {{1,0,0}, {0,0,1}} W,H = 8,8 sprite = {} for i=1,H do local row = {} for j=1,W do table.insert(row, (i+j)%#palette + 1) end table.insert(sprite, row) end zoom = 32 -- pixels -- top-left of sprite X0,Y0 = 40, 90 widgets = {} -- one button per pixel of sprite function sprite_pixel(X,Y) local x = X0 + (X-1)*zoom local y = Y0 + (Y-1)*zoom local draw = function() color(unpack(palette[sprite[Y][X]])) rect('fill', x,y, zoom-1,zoom-1) end local ispress = function(x2,y2) return x2 >= x and x2 <= x+zoom and y2 >= y and y2 <= y+zoom end local press = function() sprite[Y][X] = sprite[Y][X]%#palette + 1 end return {draw=draw, ispress=ispress, press=press} end for y=1,H do for x=1,W do table.insert(widgets, sprite_pixel(x,y)) end end -- one slider per color component in palette function palette_component(p, c) local x0, x1 = X0+20, 200 -- left and right limit local lo, hi = 0, 1 -- what left and right map to local x = x0 + (x1-x0)*(palette[p][c]-lo)/(hi-lo) local top = Y0+zoom*H + 30 local y = top + (p-1)*100 + (c-1)*30 local w,h = 20,20 local selected = false local slider_color = {0,0,0} slider_color[c] = 1 local draw = function() color(unpack(slider_color)) line(x0,y, x1,y) rect('fill', x-w/2, y-h/2, w,h) end local ispress = function(x2,y2) return x2 >= x-w/2 and x2 <= x+w/2 and y2 >= y-h/2 and y2 <= y+h/2 end local press = function() selected = true end local update = function(x2,y2) if selected then x = min(max(x2, x0), x1) palette[p][c] = lo + (x-x0)*(hi-lo)/(x1-x0) end end local release = function() selected = false end return {draw=draw, ispress=ispress, press=press, update=update, release=release} end for p=1,#palette do for c=1,#palette[1] do table.insert(widgets, palette_component(p, c)) end end function car.draw() for name,w in pairs(widgets) do w.draw() end end function car.mousepressed(x,y, b) for name,w in pairs(widgets) do if w.ispress(x,y) then return w.press() end end end function car.update(dt) for name,w in pairs(widgets) do if w.update then w.update(App.mouse_x(), App.mouse_y()) end end end function car.mousereleased(x,y, b) for name,w in pairs(widgets) do if w.release then w.release() end end end
If you try pasting either of these programs into Lua Carousel, remember to first run the abbreviations on one of the example screens. Or if you've deleted that screen, here are the abbreviations I used in this post:
g = love.graphics line, rect = g.line, g.rectangle color = g.setColor min, max = math.min, math.max
Get Lua Carousel
Lua Carousel
Write programs on desktop and mobile
Status | In development |
Category | Tool |
Author | Kartik Agaram |
Tags | LÖVE |
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