Mothback/data/animations.lua

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-- all these are linear animations, maybe in the future make proper animations?
animation = {}
-- cursed book
animation.cursed_book = {}
animation.cursed_book.attack_loop = {
path = "assets/entities/cursed_book/attack_loop",
frames = 1,
speed = 0
}
animation.cursed_book.attack_transition = {
path = "assets/entities/cursed_book/attack_transition",
frames = 5,
speed = 1/16
}
animation.cursed_book.flying = {
path = "assets/entities/cursed_book/flying",
frames = 11,
speed = 1/16
}
animation.cursed_book.spawn = {
path = "assets/entities/cursed_book/spawn",
frames = 5,
speed = 0
}
-- particles
animation.particle = {}
animation.particle.simple = {
path = "assets/entities/particle/simple",
frames = 4,
speed = 1/4
}
-- fairy
animation.fairy = {}
animation.fairy.flying = {
path = "assets/entities/fairy/flying",
frames = 2,
speed = 1/30
}
-- decoration
animation.decoration = {}
animation.decoration.candelabra = {
path = "assets/entities/decoration/candelabra",
frames = 8,
speed = 1/6
}
-- kupo
animation.kupo = {}
animation.kupo.body = {
path = "assets/entities/kupo/kupo",
frames = 4,
speed = 1/8
}
animation.kupo.bow = {
path = "assets/entities/kupo/kupo_bow",
frames = 6,
speed = 1/10
}
animation.kupo.arrow = {
path = "assets/entities/kupo/kupo_arrow",
frames = 1,
speed = 0
}
-- moth mask
animation.moth_mask = {}
animation.moth_mask.idle = {
path = "assets/entities/nancy/moth_mask/idle",
frames = 4,
speed = 1/8
}
animation.moth_mask.run = {
path = "assets/entities/nancy/moth_mask/run",
frames = 6,
speed = 1/8
}
animation.moth_mask.fall = {
path = "assets/entities/nancy/moth_mask/fall",
frames = 3,
speed = 1/8
}
animation.moth_mask.jump = {
path = "assets/entities/nancy/moth_mask/jump",
frames = 3,
speed = 1/8
}
-- nancy
animation.nancy = {}
animation.nancy.idle = {
path = "assets/entities/nancy/idle",
frames = 4,
speed = 1/8
}
animation.nancy.run = {
path = "assets/entities/nancy/run",
frames = 6,
speed = 1/8
}
animation.nancy.fall = {
path = "assets/entities/nancy/fall",
frames = 3,
speed = 1/8
}
animation.nancy.jump = {
path = "assets/entities/nancy/jump",
frames = 3,
speed = 1/8
}
-- animation initializer
for _, object in pairs(animation) do
for _, anim in pairs(object) do
anim.imgs = {}
for i = 1, anim.frames do
table.insert(anim.imgs,love.graphics.newImage(anim.path..tostring(i)..".png"))
end
end
end