Cool fairy lights

This commit is contained in:
lustlion 2022-01-20 13:53:18 +01:00
parent 151890b585
commit 00a3fcdabc
6 changed files with 95 additions and 36 deletions

View File

@ -10,11 +10,17 @@ function Animation:New(anim_data)
o.subframe = 0
o.frame = 1
o.draw = true
setmetatable(o, self)
self.__index = self
return o
end
function Animation:Switch(status)
self.draw = status
end
function Animation:ChangeTo(anim_data)
if anim_data.path == self.path
then
@ -26,21 +32,23 @@ end
-- to manually handle what frame
function Animation:DrawFrame(frame, x, y, rotate, sx, sy)
if frame > self.frames then
frame = self.frames
end
local x = x or 0
local y = y or 0
local sx = sx or 1
local sy = sy or 1
love.graphics.draw(
self.imgs[frame],
math.floor(x - Camera.pos.x),
math.floor(y - Camera.pos.y),
rotate,
sx,
sy
)
if self.draw then
if frame > self.frames then
frame = self.frames
end
local x = x or 0
local y = y or 0
local sx = sx or 1
local sy = sy or 1
love.graphics.draw(
self.imgs[frame],
math.floor(x - Camera.pos.x),
math.floor(y - Camera.pos.y),
rotate,
sx,
sy
)
end
end
-- to linearly animate
@ -63,16 +71,18 @@ end
-- to draw the current frame
function Animation:Draw(x, y, rotate, sx, sy)
local x = x or 0
local y = y or 0
local sx = sx or 1
local sy = sy or 1
love.graphics.draw(
self.imgs[self.frame],
math.floor(x),
math.floor(y),
rotate,
sx,
sy
)
if self.draw then
local x = x or 0
local y = y or 0
local sx = sx or 1
local sy = sy or 1
love.graphics.draw(
self.imgs[self.frame],
math.floor(x),
math.floor(y),
rotate,
sx,
sy
)
end
end

View File

@ -14,7 +14,7 @@ Fairy = Entity:New(x,y)
o:getBoundingBox(o.body)
o.lightRange = 55
o.lightRange = 0
o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
table.insert(LoadedEntities,o)
@ -35,18 +35,22 @@ function Fairy:Smart()
local distance_y = self.target.y - self.pos.y
local angle = GetAngleFromVector(distance_x,distance_y)
local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
if distance < self.range then
self.vel.x = 0
self.vel.y = 0
else
self.vel.x = math.cos(angle)*self.speed*distance/(8*game.scale)
self.vel.y = math.sin(angle)*self.speed*distance/(8*game.scale)
self.vel.x = math.cos(angle)*self.speed*distance/8
self.vel.y = math.sin(angle)*self.speed*distance/8
end
local random_angle = 45
local particle_data = {
animation = animation.particle.fairy,
direction = angle-math.rad(180),
speed = self.speed*distance/(16*game.scale)
direction = angle-math.rad(180+math.random(-random_angle,random_angle)),
speed = self.speed*distance/20,
light = 60,
min_light = 5
}
Particle:New(self.pos.x,self.pos.y,particle_data)

View File

@ -15,6 +15,12 @@ Particle = Entity:New(x,y)
o.sprite_alpha = particle_data.sprite_alpha or o.sprite_alpha
o.sprite_flip = particle_data.sprite_flip or o.sprite_flip
if particle_data.light ~= nil then
o.light = CreateLight(o.pos.x,o.pos.y,particle_data.light)
o.max_light = particle_data.light
o.min_light = particle_data.min_light or 0
end
o.animation_active = particle_data.animation_active or false
o.time = 0.5
@ -40,7 +46,17 @@ Particle = Entity:New(x,y)
return o
end
function Particle:Smart()
if self.light ~= nil then
self.light.pos.x = self.pos.x-self.target_offset.x
self.light.pos.y = self.pos.y-self.target_offset.y
end
end
function Particle:Kill()
if self.light ~= nil then
KillLight(self.light)
end
if self.id ~= nil then
for _, e in pairs(LoadedParticles) do
if e.id > self.id then
@ -56,15 +72,18 @@ function Particle:HandleAnimation()
self.body:Animate()
self.timer = self.timer + current_dt
self.sprite_alpha = (self.time-self.timer)/self.time
if self.light ~= nil then
self.light.range = math.max(self.min_light,self.sprite_alpha*self.max_light)
end
if self.sprite_alpha < 0 then self:Kill() end
self:Draw(self.body)
end
function Particle:DoPhysics()
if not self:isCollidingAt(self.pos.x + self.vel.x, self.pos.y, objects.collisions) then
self.pos.x = self.pos.x + self.vel.x
self.pos.x = self.pos.x + self.vel.x * self.sprite_alpha
end
if not self:isCollidingAt(self.pos.x, self.pos.y + self.vel.y, objects.collisions) then
self.pos.y = self.pos.y + self.vel.y
self.pos.y = self.pos.y + self.vel.y * self.sprite_alpha
end
end

View File

@ -165,7 +165,15 @@ function Player:HandleAnimation()
if self.move_x ~= 0 then self.sprite_flip.x = math.sign(self.move_x) end
-- animation priority
if self.vel.y > 1.25 then
if self.dashTimer > 0 then
self.body:Switch(false)
self.mask:Switch(false)
else
self.body:Switch(true)
self.mask:Switch(true)
end
if self.vel.y > 1.25 then
self.body = self.body:ChangeTo(animation.nancy.fall)
self.mask = self.mask:ChangeTo(self.maskType.fall)
elseif self.vel.y < 0 then

View File

@ -32,6 +32,11 @@ function Entity:Smart()
end
function Entity:Kill()
-- remove attached lights
if self.light ~= nil then
KillLight(self.light)
end
-- remove self
if self.id ~= nil then
for _, e in pairs(LoadedEntities) do
if e.id > self.id then

View File

@ -18,11 +18,24 @@ function CreateLight(x,y,range,lum,flicker)
o.dim = 0
o.flicker_speed = flicker_speed or 60/12
o.flicker_time = 0
table.insert(Lights,o)
o.id = #Lights
return o
end
function KillLight(light)
if light.id ~= nil then
for _, e in pairs(Lights) do
if e.id > light.id then
e.id = e.id - 1
end
end
table.remove(Lights,light.id)
end
light = nil
end
function SetDarkness()
love.graphics.setColor(0,0,0,1)
love.graphics.rectangle("fill",0,0,game.width ,game.height)