AsepriteDotNet 1.9.0
dotnet add package AsepriteDotNet --version 1.9.0
NuGet\Install-Package AsepriteDotNet -Version 1.9.0
<PackageReference Include="AsepriteDotNet" Version="1.9.0" />
paket add AsepriteDotNet --version 1.9.0
#r "nuget: AsepriteDotNet, 1.9.0"
// Install AsepriteDotNet as a Cake Addin #addin nuget:?package=AsepriteDotNet&version=1.9.0 // Install AsepriteDotNet as a Cake Tool #tool nuget:?package=AsepriteDotNet&version=1.9.0
<h1 align="center"> <img src="https://raw.githubusercontent.com/AristurtleDev/AsepriteDotNet/main/.images/banner.png" alt="AsepriteDotNet Logo"> <br/> A Cross Platform C# Library for Reading Aseprite Files
AsepriteDotNet is a cross-platform C# library for reading Aseprite (.aseprite/.ase) files. Once file has been read, the library presents an easy to navigate AsepriteFile
class containing the data read from the file.
Features
- Simple one line import method (see Usage section below)
- Supports Aseprite files using RGBA, Grayscale and Indexed color modes.
- Supports all Aseprite layer blend modes.
- Support Aseprite Tileset, Tilemap Layer, and Tilemap Cel.
- Provides processors to convert the Aseprite data loaded into common formats, including:
- Sprite
- SpriteSheet
- TextureAtlas
- Tileset
- Tilemap
- AnimatedTilemap
Installation
Install via NuGet
dotnet add package AsepriteDotNet --version 1.9.0
Usage
Load Aseprite file
The following example demonstrates how to load an Aseprite file from disk.
// Import namespaces
using AsepriteDotNet.Aseprite;
using AsepriteDotNet.IO;
// Load the Aseprite file from disk.
AsepriteFile aseFile = AsepriteFileLoader.FromFile("file.aseprite");
Get Frame Color Data
In Aseprite, each frame is a collection of cels, with each cel on a different layer and each layer having its own blending mode. To get the full image of a single frame, the frame needs to be flattened. Flatting a frame blends all cel elements, starting with the bottom most layer and blending the layer above it until all layers have blended producing a single iamge.
Doing this in AsepriteDotNet
will produce a Rgba32[]
containing the pixel data from flattening the frame. You can specify if only cel elements that are on a visible layer should be included, if cels on the background layer should be included, and if tilemap cels should be included.
// Import namespaces
using AsepriteDotNet.Aseprite;
using AsepriteDotNet.Common;
using AsepriteDotNet.IO;
// Load the Aseprite file from disk.
AsepriteFile file = AsepriteFileLoader.FromFile("file.aseprite");
// Flatten the frame to get the pixel data
Rgba32[] framePixels = file.Frames[0].FlattenFrame(onlyVisibleLayers: true, includeBackgroundLayer: false, includeTilemapCels: false);
Processor
AsepriteDotNet
provides several out-of-the-box processors that can be used to transform the data in the AsepriteFile
that is loaded into common formats. These are out-of-the-box general solutions and may not fit all use cases, but should give an idea if you want to create your own.
Some processors take a ProcessorOptions
argument. The following table defines the values that can be set for these options
Property | Type | Description |
---|---|---|
OnlyVisibleLayers | bool |
Indicates whether only visible layers should be processed. |
IncludeBackgroundLayer | bool |
Indicates whether the layer assigned as the background layer should be processed. |
IncludeTilemapLayers | bool |
Indicates whether tilemap layers should be processed. |
MergeDuplicateFrames | bool |
Indicates whether duplicates frames should be merged. |
BorderPadding | int |
The amount of transparent pixels to add to the edge of the generated texture. |
Spacing | int |
The amount of transparent pixels to add between each texture region in the generated texture. |
InnerPadding | int |
The amount of transparent pixels to add around the edge of each texture region in the generated texture. |
The examples below demonstrate how to transform the AsepriteFile
using one of the processors:
// Import namespaces
using AsepriteDotNet.Aseprite;
using AsepriteDotNet.Common;
using AsepriteDotNet.IO;
using AsepriteDotNet.Processors;
// Load the Aseprite file from disk.
AsepriteFile aseFile = AsepriteFileLoader.FromFile("file.aseprite");
// Create new processor options or use the provided defaults
ProcessorOptions options = ProcessorOptions.Default;
// Use the Sprite processor to create a sprite from a single frame
Sprite sprite = SpriteProcessor.Process(aseFile, frameIndex: 0, options);
// Use the TextureAtlas processor to generate a texture atlas from the Aseprite file. A TextureAtlas generates a packed texture with all frames and TextureRegion data describing the bounds of each frame in the source texture
TextureAtlas atlas = TextureAtlasProcessor.Process(aseFile, options);
// Use the SpriteSheet processor to generate a sprite sheet from the Aseprite file. A SpriteSheet contains a TextureAtlas as well as AnimationTags which define the animations created from tags in Aseprite.
SpriteSheet spriteSheet = SpriteSheetProcessor.Process(aseFile, options);
// Use the TileSetProcessor to generate a texture from a tileset in the Aseprite file
Tileset tileset = TilesetProcessor.Process(aseFile, tilesetIndex: 0, options);
// Use the TilemapProcessor to generate a tilemap from a specified frame in the Aseprite file
Tilemap tilemap = TilemapProcessor.Process(aseFile frameIndex: 0, options);
// Use the AnimatedTilemapProcess to generate an animated tilemap from the Aseprite file
AnimatedTilemap animatedTilemap = AnimatedTilemapProcessor.Process(aseFile, options);
License
AsepriteDotNet is licensed under the MIT License. Please refer to the LICENSE file for full license text.
Contributors
<a href="https://github.com/aristurtledev/asepritedotnet/graphs/contributors"> <img src="https://contrib.rocks/image?repo=aristurtledev/asepritedotnet" /> </a>
Made with contrib.rocks.
Product | Versions Compatible and additional computed target framework versions. |
---|---|
.NET | net6.0 is compatible. net6.0-android was computed. net6.0-ios was computed. net6.0-maccatalyst was computed. net6.0-macos was computed. net6.0-tvos was computed. net6.0-windows was computed. net7.0 was computed. net7.0-android was computed. net7.0-ios was computed. net7.0-maccatalyst was computed. net7.0-macos was computed. net7.0-tvos was computed. net7.0-windows was computed. net8.0 is compatible. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. |
-
net6.0
- No dependencies.
-
net8.0
- No dependencies.
NuGet packages (6)
Showing the top 5 NuGet packages that depend on AsepriteDotNet:
Package | Downloads |
---|---|
MonoGame.Aseprite
MonoGame.Aseprite is a cross-platform C# library that adds support to MonoGame projects for Aseprite (.asepirte/.ase) files. |
|
FlatRedBallDesktopGLNet6
FlatRedBall Game Engine |
|
FlatRedBallAndroid
FlatRedBall Game Engine |
|
FlatRedBalliOS
FlatRedBall Game Engine |
|
FlatRedBall.FNA
FlatRedBall Game Engine |
GitHub repositories (2)
Showing the top 2 popular GitHub repositories that depend on AsepriteDotNet:
Repository | Stars |
---|---|
vchelaru/FlatRedBall
Cross-platform 2D game engine focused on ultimate productivity built in .NET
|
|
AristurtleDev/monogame-aseprite
A Cross Platform C# Library That Adds Support For Aseprite Files in MonoGame Projects.
|
Version | Downloads | Last updated | |
---|---|---|---|
1.9.0 | 462 | 9/27/2024 | |
1.8.3 | 429 | 7/16/2024 | |
1.8.2 | 219 | 6/28/2024 | |
1.8.1 | 731 | 5/31/2024 | |
1.8.0 | 158 | 5/2/2024 | |
1.7.4 | 519 | 4/2/2024 | |
1.7.3 | 192 | 4/2/2024 | |
1.7.2 | 154 | 4/2/2024 | |
1.7.1 | 117 | 4/2/2024 | |
1.7.0 | 133 | 3/30/2024 | |
1.6.0 | 136 | 3/28/2024 | |
1.5.0 | 134 | 3/27/2024 | |
1.4.1 | 183 | 3/26/2024 | |
1.3.0.24 | 123 | 3/26/2024 | |
1.2.1.21 | 133 | 3/26/2024 | |
1.2.0.19 | 124 | 3/25/2024 | |
1.1.0.14 | 135 | 3/25/2024 | |
1.0.0.9 | 129 | 3/19/2024 | |
0.2.3 | 180 | 10/1/2023 | |
0.2.2 | 1,207 | 1/16/2023 | |
0.2.1 | 284 | 12/13/2022 | |
0.2.0 | 293 | 12/13/2022 | |
0.1.0 | 311 | 12/12/2022 |