melonJSを使ったゲーム制作で、目的に合う専門ガイドを選ぶための入口です。初期化から描画、入力、物理演算、音声、2D・3D機能まで案内します。
- melonJSで作る内容に合うガイドを探したいとき
- 新しいゲームの初期化手順を知りたいとき
- 3Dやモデル読み込みの参照先を探したいとき
melonJSで画像やテクスチャアトラスからスプライトを作り、フレームアニメーションを設定する方法を扱います。位置合わせ、色変更、反転、伸縮パネルも確認できます。
Use this skill when creating sprites, playing frame animations, or working with texture atlases in melonJS. Covers Sprite construction from a plain image or an atlas region, addAnimation/setCurrentAnimation, TextureAtlas for TexturePacker/ShoeBox/Aseprite, tint, flip, NineSliceSprite, and the centred anchorPoint that offsets naive positioning. Triggers on: Sprite, new Sprite, addAnimation, setCurrentAnimation, isCurrentAnimation, TextureAtlas, TexturePacker, Aseprite, ShoeBox, atlas, region, framewidth, frameheight, tint, flipX, flipY, NineSliceSprite, animation.
実行スコア 未検証
インストール方法を見る通常の画像やテクスチャアトラスの領域からスプライトを作成し、フレーム単位のアニメーションを設定する手順を扱います。待機・歩行・一度だけ再生する動作の切り替えや、終了後に次のアニメーションへつなぐ方法、特定フレームで処理を呼ぶ方法も確認できます。TexturePacker、ShoeBox、Asepriteなどのアトラス形式、色味や透明度の変更、左右・上下反転にも対応します。角を保ったままパネルを伸縮するNineSliceSpriteも紹介します。
キャラクターやアイテムの表示を始めるとき、スプライトの位置が半分ずれて見えるとき、アニメーションが進まないときに役立ちます。画像の整理にアトラスを使いたい場合や、会話枠などを画面サイズに合わせて伸ばしたい場合にも参照できます。
アニメーション用の画像にはframewidthとframeheightの設定が必要です。NineSliceSpriteでは幅・高さが必須で、インセット設定名は小文字のinsetx、insetyです。
この紹介文は、公開されている SKILL.md をもとに AI(OpenAI Codex)が作成しました。正確な仕様は下の原文を確認してください。
インストールする前に、エージェントに与えられる指示の中身を確認できます。
Creating sprites from images or atlases, driving frame animation, and the positioning trap that catches almost everyone.
pos is the centre, not the top-leftRenderable.anchorPoint defaults to (0.5, 0.5), so a sprite's pos is its
centre. Container forces (0, 0) instead, which is why containers and
sprites appear to disagree.
// a 64×64 sprite at (100, 100) covers 68..132, not 100..164
const s = new Sprite(100, 100, { image: "hero", framewidth: 64, frameheight: 64 });
s.anchorPoint.set(0, 0); // switch to top-left positioning if you prefer
Writing top-left maths against the centred default puts everything half a sprite off, with no error. It is the most common source of "close but subtly wrong" placement.
From a plain image:
const hero = new Sprite(x, y, {
image: "hero", // preloaded asset name
framewidth: 32,
frameheight: 32,
});
From a texture atlas region:
const atlas = new TextureAtlas(loader.getJSON("sprites"), loader.getImage("sprites"));
const coin = new Sprite(x, y, { image: atlas, region: "coin_01.png" });
framewidth / frameheight define the animation grid on a sheet. Omit them and
the whole image is one frame.
hero.addAnimation("idle", [0, 1, 2, 3], 100); // frames, ms per frame
hero.addAnimation("walk", [4, 5, 6, 7]);
hero.addAnimation("die", [8, 9], 150);
hero.setCurrentAnimation("walk");
hero.setCurrentAnimation("die", "idle"); // chain to idle when it ends
hero.setCurrentAnimation("die", { loop: false }); // play once, hold the last frame
hero.setCurrentAnimation("die", { loop: false, onComplete: fn }); // …and call fn when it does
hero.setCurrentAnimation("use", { next: "idle", onComplete: fn }); // call fn, then chain to idle
hero.setCurrentAnimation("run", { onFrame: (frame) => { // each frame playback reaches
if (frame === 3 || frame === 8) footstep();
} });
if (hero.isCurrentAnimation("walk")) { /* … */ }
Frame indices are into the framewidth/frameheight grid. With an atlas, use
atlas.getAnimationSettings([regionNames]) and spread it into the Sprite
settings, or atlas.createAnimationFromName([regionNames]), which returns a
ready-made Sprite. On a fixed-cell spritesheet only numeric indices are
accepted — passing region names throws.
The second argument to setCurrentAnimation is polymorphic. A string chains
to that animation when this one ends. An options object takes
{ loop, next, speed, onComplete, onFrame }, and only an explicit loop: false
stops the looping. A bare function is the legacy form: it fires at every cycle end,
and only holds the last frame if it returns false. Omit the argument entirely
and the animation loops forever.
onFrame(frame) is called with frame 0 when the animation starts, then with each
frame playback reaches, so a footstep or a hit lands on its frame without polling
getCurrentAnimationFrame(). A long tick reports every frame it goes past. It is
not called for a frame set with setAnimationFrame, nor for the frame 0 a
play-once animation would wrap to. Keep the callback in a field when you call
setCurrentAnimation every frame: re-selecting keeps the first one anyway.
With both next and onComplete, the callback runs first and the chained
animation starts with none of its own, so a one-off action (a pickup, an
attack) needs no manual switch back to idle.
Re-selecting the animation that is already current is a no-op, so calling
setCurrentAnimation every frame is safe, and an isCurrentAnimation check
around it adds nothing. An unknown id throws.
TextureAtlas reads several formats:
| source | how |
|---|---|
| TexturePacker / Free Texture Packer JSON | new TextureAtlas(loader.getJSON(name), loader.getImage(name)) |
| Aseprite JSON export | same as TexturePacker — the format is detected from meta.app |
Aseprite .aseprite / .ase binary | loader type "aseprite", which stores the composited image and a JSON sidecar under the one asset name |
| ShoeBox | JSON export using the melonJS exporter settings file; same call as TexturePacker |
| fixed-cell spritesheet | new TextureAtlas({ framewidth, frameheight, anchorPoint }, loader.getImage(name)) |
| multi-page | pass an array of atlas JSON objects as the first argument |
Helpers: createSpriteFromName(name), createAnimationFromName([names]),
getAnimationSettings([names]).
Atlases matter for performance: the GPU batchers bind several textures at once
(up to renderer.maxTextures), so a handful of separate images still batch —
but once a frame crosses that many distinct textures the batch has to flush.
Packing into one atlas keeps everything on a single binding.
sprite.setTint("#ff8000"); // multiply tint
sprite.alpha = 0.5;
sprite.flipX(true); // mirror horizontally
sprite.flipY(true);
sprite.blendMode = "additive"; // see the effects skill for the full list
sprite.scale(2, 2); // ← multiplicative, see below
scale() is multiplicative, not absolute. Calling it every frame compounds.
For absolute scaling reset first:
sprite.currentTransform.identity();
sprite.currentTransform.scale(s, s, 1);
This bites hardest with pooled sprites, which arrive carrying their previous life's transform.
NineSliceSpriteFor panels and dialogue boxes that stretch without distorting their corners:
new NineSliceSprite(x, y, {
image: "panel", width: 300, height: 120,
insetx: 12, insety: 12, // lowercase x/y — `insetX` is silently ignored
});
width and height are mandatory and the constructor throws without them.
The insets default to a quarter of the frame.
Frequently spawned sprites should be pooled:
import { createPool } from "melonjs";
const bulletPool = createPool((x, y) => { // me.pool is deprecated
const instance = new Bullet(x, y);
return { instance, reset: (x, y) => instance.onResetEvent(x, y) };
});
const b = bulletPool.get(x, y); // new Bullet(x, y), or reset(x, y) on a reused one
world.removeChild(b); // returns it to bulletPool automatically
Two consequences:
onResetEvent must reset everything its lifetime
mutates — alpha, tint, scale, animation state. Anything you forget carries
over to the next use.onDestroyEvent on removal. Pair event
subscriptions with onActivateEvent / onDeactivateEvent instead.| symptom | cause |
|---|---|
| everything offset by half a sprite | top-left maths against the centred anchorPoint |
| sprite grows every frame | scale() is multiplicative — reset the transform |
| a recycled sprite keeps its old look | onResetEvent does not restore every mutated property |
| event handlers leak on pooled objects | bound in the constructor rather than onActivateEvent |
| animation never advances | no framewidth/frameheight, so the sheet is one frame |
| animation plays once and stops | { loop: false }, or a callback that returned false |
| sprites do not batch | more distinct textures in one frame than renderer.maxTextures |
| nine-slice corners stretch anyway | insetX/insetY instead of insetx/insety |
melonjs-renderables — anchors, draw order, custom drawmelonjs-getting-started — preloading images and atlasesまだレビューはありません。使ってみた感想をお寄せください。
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melonJSを使ったゲーム制作で、目的に合う専門ガイドを選ぶための入口です。初期化から描画、入力、物理演算、音声、2D・3D機能まで案内します。
melonJS 19.x以前の知識を20.x向けに更新し、初期化や描画効果、廃止・非推奨APIの変更点を確認して移行時の不具合を調べられます。
melonJSの3D・2.5Dゲーム向けに、カメラ、メッシュ、ライト、奥行き順、透明表現やフォグの設定と座標系の注意点を確認できます。
melonJSでglTF・GLBやOBJ・MTLの3Dモデルを読み込み、マテリアルやライト、アニメーション、影、インスタンスの扱い方を確認できます。
melonJSで効果音やBGMを読み込み、再生・停止・音量調整するほか、位置に応じた音や音声合成、ミックス全体へのエフェクト設定を扱うスキルです。
melonJSのカメラ追従や画面効果、座標変換、図形描画を実装する際の要点を確認できます。描画のクリッピングやCanvasへの焼き込み、ピクセルの読み出しも扱います。