SpriterHaxeEngine 2.0.0

Brashmonkey's Spriter SCML renderer compatible with Haxe 3 and openfl.

Released 2016-03-04.

To install, run:

haxelib install SpriterHaxeEngine 2.0.0

See using Haxelib in Haxelib documentation for more information.

Current version2.0.0
StatisticsInstalled 334 times
Tags android, animation, cpp, cross, flash, game, html5, neko, openfl



The point of this project is to offer a Brashmonkey's Spriter SCML renderer compatible with Haxe 3 and openfl. Base code of SCML definitions from http://www.brashmonkey.com/ScmlDocs/ScmlReference.html

Inspired by - https://github.com/Acemobe/SpriterAS3Anim - https://bitbucket.org/ClockworkMagpie/haxe-spriter/ - https://github.com/ibilon/HaxePunk-Spriter

Install: haxelib install SpriterHaxeEngine

Choose your drawing library:

* Example with the BitmapLibrary which uses BitmapData.copypixels() and BitmapData.draw()
//set the root canvas where to add all the animations
var canvas:BitmapData = new BitmapData(800, 480);
var spriterRoot:Bitmap = new Bitmap(canvas, PixelSnapping.AUTO, true);
//choose a rendering method.
var lib:BitmapLibrary = new BitmapLibrary('assets/', canvas);

* Example with the TilelayerLibrary which uses Tilelayer (haxelib install tilelayer)
//set the root canvas where to add all the animations
var spriterRoot:Sprite = new Sprite();
//choose a rendering method.
var lib:TilelayerLibrary = new TilelayerLibrary('assets/atlas.xml' , 'assets/atlas.png', spriterRoot);

* Other libraries exist to use Spriter with flixel and other rendering method!

Instantiate the engine:

//Create the engine.
//you can specify a default scml or you can specify it later in addSpriter()
engine = new SpriterEngine(Assets.getText('assets/test.scml'), lib );
//Add a Spriter in the engine. A Spriter contains all data from the scml (all entities, animations, boxes, tags...)
//By default, it will play the first animation of the first entity of your scml
engine.addSpriter('uniqueId', x,  y);

//Set the "run" animation of the entity
engine.getSpriter('uniqueId').playAnim('run', myCallback);

//Apply the "gun" map of the entity
engine.getSpriter('uniqueId').applyCharacterMap('gun', true);

//Update on enter frame to draw all Spriters on screen

//Callback on end anim
function myCallback(s:Spriter):Void

engine.getSpriterAt(0).onVarChanged = function varCallback(name:String, value:Dynamic):Void{}
engine.getSpriterAt(0).onEvent = function eventCallback(name:String):Void{}
engine.getSpriterAt(0).onSound = function soundCallback(name:String):Void{}

//current points and boxes
var points:Array<SpatialInfo> = engine.getSpriterAt(0).points;
var boxes:Array<Quadrilateral> = engine.getSpriterAt(0).boxes;

//current tags
var tags:Array<String> = engine.getSpriterAt(0).tags;

//current variables values
var value:Dynamic = engine.getSpriterAt(0).getVariable('myVar');

//stack anims
engine.getSpriter('uniqueId').playAnimsStackFromEntity("entityName", ["anim1","anim2"], myCallback).

Spriter Haxe Engine Features


Engine - Can be overrided to fit your need - simple z-ordering - Fixed tick, variable tick or use your own time - Pause - simple auto removal - default scml

Spriter entity - character mapping by name - change animation easily by name in a Spriter entity - callback when animation ended - play, stack anim, pause - you can display duplicate of spriter entity and manipulate them separatly - callback when events, sounds are triggered - callback when variables change - Points (usage example : to shot a bullet when gun fire) - Boxes (usage example : hitbox) - Tags (usage example : state vulnerable) - sub entities - playing backward and reflect

Libraries - Simple bitmap library (bitmaps handled with addChild, dependency : openfl) - BitmapData library (copypixels, dependency : openfl) - Tilelayer library (drawTiles using only one tilesheet)(dependency : https://github.com/elsassph/openfl-tilelayer and openfl). - DrawTiles library (using many tilesheets)(dependency : https://github.com/elsassph/openfl-tilelayer and openfl). - Flixel Library (atlas support or bitmaps handled with addChild, dependency : flixel) by Zaphod - Heaps Library (h3d/heaps, dependency : https://github.com/ncannasse/heaps) by Delahee - Luxe Library (dependency : https://github.com/underscorediscovery/luxe) - override the AbstractLibrary to provide a new library

Other features - own texture packer exporter - macro to parse scml into binaries

Cross-platform - flash - windows - neko - android - html5


  • interpolation on variable
  • variable/tags of sub entities
  • add tilesheet stage 3d support : https://github.com/as3boyan/TilesheetStage3D/
  • add ash and haxepunk support
  • add Flambe support (waiting for pull request, see here https://github.com/quinnhoener/SpriterHaxeEngine)
  • add Kha support (waiting for pull request, see here https://github.com/sh-dave/SpriterHaxeEngine/tree/dev)
  • Optimized engine : draw call only when needed. So "instant" keys are not updated between keys.
  • animation callback optimization
  • check Garbage collector


The wiki provides more details on features and how it works.


  • Please see this repo : https://github.com/loudoweb/Spriter-Example

Additional information

  • compatible with Spriter r6.1
  • With Tilelayer library, don't use openfl-bitfive for html5 target.

Known issues

  • Please use the best rendering method according to your target.