128 lines
3.4 KiB
Lua
128 lines
3.4 KiB
Lua
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function Animation:Draw()
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if self.sprite ~= nil then
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local relative_position_x = self.pos.x - Camera.pos.x
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local relative_position_y = self.pos.y - Camera.pos.y
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local origin_compensation_x = - ( (self.sprite_offset.x) * math.cos(self.sprite_rotation) - (self.sprite_offset.y) * math.sin(self.sprite_rotation))
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local origin_compensation_y = - ( (self.sprite_offset.x) * math.sin(self.sprite_rotation) + (self.sprite_offset.y) * math.cos(self.sprite_rotation))
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local dimensions_x = self.sprite_scale.x * self.sprite_flip.x
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local dimensions_y = self.sprite_scale.y * self.sprite_flip.y
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love.graphics.draw(
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self.sprite,
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relative_position_x + origin_compensation_x * dimensions_x,
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relative_position_y + origin_compensation_y * dimensions_y,
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self.sprite_rotation,
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self.sprite_scale.x * self.sprite_flip.x,
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self.sprite_scale.y * self.sprite_flip.y
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)
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if debug_collision then
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love.graphics.setColor(1, 0, 0)
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love.graphics.circle( "line", relative_position_x, relative_position_y, 2 )
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love.graphics.setColor(0, 1 ,0)
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love.graphics.circle( "line",
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relative_position_x + origin_compensation_x * dimensions_x,
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relative_position_y + origin_compensation_y * dimensions_y,
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2
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)
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end
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love.graphics.setColor(1, 1 ,1)
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end
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end
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function Animation:New(anim,frames,speed)
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local anim_data = {
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frame = 1,
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subframe = 1,
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path = anim.path,
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frames = anim.frames,
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speed = anim.speed,
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imgs = anim.imgs
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}
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self.animations[#self.animations+1] = anim_data
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return self.animations[#self.animations]
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end
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function DrawAnimationFrame(animation, frame, x, y, rotate, sx, sy)
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local x = x or 0
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local y = y or 0
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local sx = sx or 1
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local sy = sy or 1
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love.graphics.draw(
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animation.imgs[frame],
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x - Camera.pos.x,
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y - Camera.pos.y,
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rotate,
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sx,
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sy
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)
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end
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function DrawAnimation(animation, x, y, rotate, sx, sy)
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local x = x or 0
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local y = y or 0
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local sx = sx or 1
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local sy = sy or 1
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if game_paused ~= true then
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-- try to animate
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animation.subframe = animation.subframe + current_dt
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if animation.subframe >= animation.speed then
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animation.frame = animation.frame + 1
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animation.subframe = animation.subframe - animation.speed
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end
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-- cycle
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if animation.frame >= animation.frames+1 then
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animation.frame = animation.frame - animation.frames
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end
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end
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love.graphics.draw(
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animation.imgs[animation.frame],
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x - Camera.pos.x,
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y - Camera.pos.y,
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rotate,
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sx,
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sy
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)
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end
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function Entity:Animate()
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if game_paused ~= true and self.anim.path ~= nil then
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-- try to animate
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self.anim.subframe = self.anim.subframe + current_dt
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if self.anim.subframe >= self.anim.speed then
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self.anim.frame = self.anim.frame + 1
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self.anim.subframe = self.anim.subframe - self.anim.speed
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end
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-- cycle
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if self.anim.frame >= self.anim.frames+1 then
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self.anim.frame = self.anim.frame - self.anim.frames
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end
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-- change
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self.sprite = self.anim.imgs[self.anim.frame]
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end
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end
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function Entity:LoadAnimation(anim,frames,speed)
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if self.anim.path ~= anim and self.anim.path ~= anim.path then
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if frames ~= nil and speed ~= nil then
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self.anim.path = anim or nil
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self.anim.frames = frames or 4
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self.anim.speed = speed or frames
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else
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self.anim.path = anim.path
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self.anim.frames = anim.frames
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self.anim.speed = anim.speed
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end
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self.anim.imgs = anim.imgs
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end
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end
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require "data/scripts/entities/kupo"
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require "data/scripts/entities/arrow"
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require "data/scripts/entities/player"
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