Sprites, animation and atlases
Creating sprites from images or atlases, driving frame animation, and the
positioning trap that catches almost everyone.
pos is the centre, not the top-left
Renderable.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.
Constructing a sprite
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.
Animation
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.
Texture atlases
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.
Visual properties
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.
NineSliceSprite
For 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.
Pooling
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:
- A recyclable class's
onResetEvent must reset everything its lifetime
mutates — alpha, tint, scale, animation state. Anything you forget carries
over to the next use.
- Pool-recycled objects do not fire
onDestroyEvent on removal. Pair event
subscriptions with onActivateEvent / onDeactivateEvent instead.
Symptom → cause
| 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 |
Related skills
melonjs-renderables — anchors, draw order, custom draw
melonjs-getting-started — preloading images and atlases