animations while walking
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288
src/anim8.lua
Normal file
288
src/anim8.lua
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@ -0,0 +1,288 @@
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local anim8 = {
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_VERSION = 'anim8 v2.1.0',
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_DESCRIPTION = 'An animation library for LÖVE',
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_URL = 'https://github.com/kikito/anim8',
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_LICENSE = [[
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MIT LICENSE
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Copyright (c) 2011 Enrique García Cota
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the
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"Software"), to deal in the Software without restriction, including
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without limitation the rights to use, copy, modify, merge, publish,
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distribute, sublicense, and/or sell copies of the Software, and to
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permit persons to whom the Software is furnished to do so, subject to
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the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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}
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local Grid = {}
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local _frames = {}
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local function assertPositiveInteger(value, name)
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if type(value) ~= 'number' then error(("%s should be a number, was %q"):format(name, tostring(value))) end
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if value < 1 then error(("%s should be a positive number, was %d"):format(name, value)) end
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if value ~= math.floor(value) then error(("%s should be an integer, was %d"):format(name, value)) end
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end
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local function createFrame(self, x, y)
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local fw, fh = self.frameWidth, self.frameHeight
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return love.graphics.newQuad(
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self.left + (x-1) * fw + x * self.border,
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self.top + (y-1) * fh + y * self.border,
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fw,
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fh,
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self.imageWidth,
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self.imageHeight
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)
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end
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local function getGridKey(...)
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return table.concat( {...} ,'-' )
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end
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local function getOrCreateFrame(self, x, y)
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if x < 1 or x > self.width or y < 1 or y > self.height then
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error(("There is no frame for x=%d, y=%d"):format(x, y))
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end
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local key = self._key
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_frames[key] = _frames[key] or {}
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_frames[key][x] = _frames[key][x] or {}
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_frames[key][x][y] = _frames[key][x][y] or createFrame(self, x, y)
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return _frames[key][x][y]
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end
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local function parseInterval(str)
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if type(str) == "number" then return str,str,1 end
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str = str:gsub('%s', '') -- remove spaces
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local min, max = str:match("^(%d+)-(%d+)$")
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assert(min and max, ("Could not parse interval from %q"):format(str))
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min, max = tonumber(min), tonumber(max)
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local step = min <= max and 1 or -1
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return min, max, step
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end
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function Grid:getFrames(...)
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local result, args = {}, {...}
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local minx, maxx, stepx, miny, maxy, stepy
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for i=1, #args, 2 do
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minx, maxx, stepx = parseInterval(args[i])
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miny, maxy, stepy = parseInterval(args[i+1])
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for y = miny, maxy, stepy do
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for x = minx, maxx, stepx do
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result[#result+1] = getOrCreateFrame(self,x,y)
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end
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end
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end
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return result
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end
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local Gridmt = {
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__index = Grid,
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__call = Grid.getFrames
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}
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local function newGrid(frameWidth, frameHeight, imageWidth, imageHeight, left, top, border)
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assertPositiveInteger(frameWidth, "frameWidth")
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assertPositiveInteger(frameHeight, "frameHeight")
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assertPositiveInteger(imageWidth, "imageWidth")
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assertPositiveInteger(imageHeight, "imageHeight")
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left = left or 0
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top = top or 0
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border = border or 0
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local key = getGridKey(frameWidth, frameHeight, imageWidth, imageHeight, left, top, border)
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local grid = setmetatable(
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{ frameWidth = frameWidth,
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frameHeight = frameHeight,
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imageWidth = imageWidth,
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imageHeight = imageHeight,
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left = left,
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top = top,
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border = border,
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width = math.floor(imageWidth/frameWidth),
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height = math.floor(imageHeight/frameHeight),
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_key = key
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},
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Gridmt
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)
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return grid
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end
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-----------------------------------------------------------
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local Animation = {}
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local function cloneArray(arr)
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local result = {}
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for i=1,#arr do result[i] = arr[i] end
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return result
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end
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local function parseDurations(durations, frameCount)
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local result = {}
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if type(durations) == 'number' then
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for i=1,frameCount do result[i] = durations end
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else
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local min, max, step
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for key,duration in pairs(durations) do
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assert(type(duration) == 'number', "The value [" .. tostring(duration) .. "] should be a number")
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min, max, step = parseInterval(key)
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for i = min,max,step do result[i] = duration end
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end
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end
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if #result < frameCount then
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error("The durations table has length of " .. tostring(#result) .. ", but it should be >= " .. tostring(frameCount))
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end
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return result
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end
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local function parseIntervals(durations)
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local result, time = {0},0
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for i=1,#durations do
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time = time + durations[i]
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result[i+1] = time
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end
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return result, time
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end
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local Animationmt = { __index = Animation }
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local nop = function() end
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local function newAnimation(frames, durations, onLoop)
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local td = type(durations);
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if (td ~= 'number' or durations <= 0) and td ~= 'table' then
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error("durations must be a positive number. Was " .. tostring(durations) )
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end
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onLoop = onLoop or nop
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durations = parseDurations(durations, #frames)
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local intervals, totalDuration = parseIntervals(durations)
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return setmetatable({
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frames = cloneArray(frames),
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durations = durations,
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intervals = intervals,
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totalDuration = totalDuration,
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onLoop = onLoop,
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timer = 0,
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position = 1,
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status = "playing",
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flippedH = false,
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flippedV = false
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},
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Animationmt
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)
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end
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function Animation:clone()
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local newAnim = newAnimation(self.frames, self.durations, self.onLoop)
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newAnim.flippedH, newAnim.flippedV = self.flippedH, self.flippedV
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return newAnim
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end
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function Animation:flipH()
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self.flippedH = not self.flippedH
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return self
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end
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function Animation:flipV()
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self.flippedV = not self.flippedV
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return self
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end
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local function seekFrameIndex(intervals, timer)
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local high, low, i = #intervals-1, 1, 1
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while(low <= high) do
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i = math.floor((low + high) / 2)
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if timer > intervals[i+1] then low = i + 1
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elseif timer <= intervals[i] then high = i - 1
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else
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return i
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end
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end
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return i
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end
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function Animation:update(dt)
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if self.status ~= "playing" then return end
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self.timer = self.timer + dt
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local loops = math.floor(self.timer / self.totalDuration)
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if loops ~= 0 then
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self.timer = self.timer - self.totalDuration * loops
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local f = type(self.onLoop) == 'function' and self.onLoop or self[self.onLoop]
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f(self, loops)
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end
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self.position = seekFrameIndex(self.intervals, self.timer)
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end
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function Animation:pause()
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self.status = "paused"
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end
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function Animation:gotoFrame(position)
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self.position = position
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self.timer = self.intervals[self.position]
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end
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function Animation:pauseAtEnd()
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self.position = #self.frames
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self.timer = self.totalDuration
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self:pause()
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end
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function Animation:pauseAtStart()
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self.position = 1
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self.timer = 0
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self:pause()
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end
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function Animation:resume()
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self.status = "playing"
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end
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function Animation:draw(image, x, y, r, sx, sy, ox, oy, ...)
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local frame = self.frames[self.position]
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if self.flippedH or self.flippedV then
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r,sx,sy,ox,oy = r or 0, sx or 1, sy or 1, ox or 0, oy or 0
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local _,_,w,h = frame:getViewport()
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if self.flippedH then
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sx = sx * -1
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ox = w - ox
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end
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if self.flippedV then
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sy = sy * -1
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oy = h - oy
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end
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end
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love.graphics.draw(image, frame, x, y, r, sx, sy, ox, oy, ...)
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end
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-----------------------------------------------------------
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anim8.newGrid = newGrid
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anim8.newAnimation = newAnimation
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return anim8
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14
src/animator.lua
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14
src/animator.lua
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@ -0,0 +1,14 @@
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local anim8 = require 'anim8'
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local character = require 'character'
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Animator = class()
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function Animator:__init(fullWidth, fullHeight)
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self.animationGrid = anim8.newGrid(character.width, character.height, fullWidth, fullHeight)
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self.walk_up = anim8.newAnimation(self.animationGrid('1-9', 9), 0.1)
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self.walk_left = anim8.newAnimation(self.animationGrid('1-9', 10), 0.1)
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self.walk_down = anim8.newAnimation(self.animationGrid('1-9', 11), 0.1)
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self.walk_right = anim8.newAnimation(self.animationGrid('1-9', 12), 0.1)
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end
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@ -7,52 +7,4 @@ function character.sortNorthSouth(a, b)
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return a.info.y < b.info.y
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end
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character.spellcast_up = {
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offsetX = 0,
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offsetY = 0,
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count = 9
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}
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character.spellcast_left = {
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offsetX = 0,
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offsetY = 1,
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count = 9
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}
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character.spellcast_down = {
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offsetX = 0,
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offsetY = 2,
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count = 9
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}
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character.spellcast_right = {
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offsetX = 0,
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offsetY = 3,
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count = 9
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}
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character.walking_up = {
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offsetX = 0,
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offsetY = 8,
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count = 9
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}
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character.walking_left = {
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offsetX = 0,
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offsetY = 9,
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count = 9
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}
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character.walking_down = {
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offsetX = 0,
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offsetY = 10,
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count = 9
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}
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character.walking_right = {
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offsetX = 0,
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offsetY = 11,
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count = 9
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}
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return character
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@ -1,4 +1,5 @@
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local character = require "../character"
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local character = require '../character'
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local animator = require '../animator'
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Gridwalker = class()
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@ -8,6 +9,7 @@ Gridwalker.neighbourOffsetX = (character.width - Gridwalker.collisionTestSize) /
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Gridwalker.neighbourOffsetY = character.width - Gridwalker.collisionTestSize * 1.5
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Gridwalker.testShape = nil
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Gridwalker.charinfo = nil
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Gridwalker.animation = nil
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function Gridwalker:sendKey(key)
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if key == "w" or key == "up" then
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@ -27,37 +29,53 @@ function Gridwalker:sendKey(key)
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end
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end
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function Gridwalker:stopAnimation()
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self.animation:pauseAtStart()
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end
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function Gridwalker:up()
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local newX = self.charinfo.x
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local newY = self.charinfo.y - self.speed
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self:move(newX, newY, character.walking_up)
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self.animation = self.animator.walk_up
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self:move(newX, newY)
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end
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function Gridwalker:down()
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local newX = self.charinfo.x
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local newY = self.charinfo.y + self.speed
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self:move(newX, newY, character.walking_down)
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self.animation = self.animator.walk_down
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self:move(newX, newY)
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end
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function Gridwalker:right()
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local newX = self.charinfo.x + self.speed
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local newY = self.charinfo.y
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self:move(newX, newY, character.walking_right)
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self.animation = self.animator.walk_right
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self:move(newX, newY)
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end
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function Gridwalker:left()
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local newX = self.charinfo.x - self.speed
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local newY = self.charinfo.y
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self:move(newX, newY, character.walking_left)
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self.animation = self.animator.walk_left
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self:move(newX, newY)
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end
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function Gridwalker:init()
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self.testShape = collider:addRectangle(self.charinfo.x + self.neighbourOffsetX, self.charinfo.y + self.neighbourOffsetY, self.collisionTestSize, self.collisionTestSize)
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collider:setPassive(self.testShape)
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self.animator = Animator:new(self.charinfo.image:getWidth(), self.charinfo.image:getHeight())
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self.animation = self.animator.walk_up
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self.animation:pauseAtStart()
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end
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function Gridwalker:setTestShape(x, y)
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@ -69,7 +87,7 @@ function Gridwalker:setTestShape(x, y)
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return testX, testY
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end
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function Gridwalker:move(x, y, pose)
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function Gridwalker:move(x, y)
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local noCollision = true
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local testX, testY = self:setTestShape(x, y)
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@ -82,11 +100,10 @@ function Gridwalker:move(x, y, pose)
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end
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if noCollision then
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self.animation:resume()
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self.charinfo.x = x
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self.charinfo.y = y
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else
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self:setTestShape(self.charinfo.x, self.charinfo.y)
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end
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self.charinfo.pose = pose
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end
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30
src/main.lua
30
src/main.lua
@ -1,9 +1,9 @@
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class = require '30log'
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local HC = require 'hardoncollider'
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-- has to come before the sti initialization so I can add the collision tiles
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collider = HC(100)
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class = require '30log'
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local sti = require "sti"
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local character = require "character"
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@ -23,6 +23,8 @@ end
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function love.update(dt)
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for _, char in ipairs(characters) do
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char.controller.animation:update(dt)
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if char.relevantKeys then
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for _, relevantKey in ipairs(char.relevantKeys) do
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if love.keyboard.isDown(relevantKey) then
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@ -36,6 +38,22 @@ function love.update(dt)
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map:update(dt)
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end
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function love.keyreleased(key)
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for _, char in ipairs(characters) do
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if char.relevantKeys then
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for _, relevantKey in ipairs(char.relevantKeys) do
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if key == relevantKey then
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char.controller:stopAnimation()
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end
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end
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end
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end
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if key == "w" then
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print()
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end
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end
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function love.draw()
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-- Translation would normally be based on a player's x/y
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local translateX = 0
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@ -52,7 +70,7 @@ end
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function debugDrawing()
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-- draw collision shapes for debugging
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for shape in pairs(collider:shapesInRange(0, 0, windowWidth, windowHeight)) do
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shape:draw()
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shape:draw()
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end
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-- Draw Collision Map (useful for debugging)
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@ -90,11 +108,7 @@ function initCharacters()
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local x = math.floor(sprite.info.x)
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local y = math.floor(sprite.info.y)
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local offsetX = sprite.info.pose.offsetX * character.width
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local offsetY = sprite.info.pose.offsetY * character.height
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|
||||
local quad = love.graphics.newQuad(offsetX, offsetY, character.width, character.height, sprite.info.image:getWidth(), sprite.info.image:getHeight())
|
||||
love.graphics.draw(sprite.info.image, quad, x, y)
|
||||
sprite.info.controller.animation:draw(sprite.info.image, x, y)
|
||||
end
|
||||
end
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user