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After Width: | Height: | Size: 890 B |
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After Width: | Height: | Size: 890 B |
After Width: | Height: | Size: 890 B |
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After Width: | Height: | Size: 890 B |
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Before Width: | Height: | Size: 409 B |
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Before Width: | Height: | Size: 922 B After Width: | Height: | Size: 917 B |
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Before Width: | Height: | Size: 2.4 KiB After Width: | Height: | Size: 2.3 KiB |
|
@ -0,0 +1,127 @@
|
|||
function Animation:Draw()
|
||||
if self.sprite ~= nil then
|
||||
local relative_position_x = self.pos.x - Camera.pos.x
|
||||
local relative_position_y = self.pos.y - Camera.pos.y
|
||||
local origin_compensation_x = - ( (self.sprite_offset.x) * math.cos(self.sprite_rotation) - (self.sprite_offset.y) * math.sin(self.sprite_rotation))
|
||||
local origin_compensation_y = - ( (self.sprite_offset.x) * math.sin(self.sprite_rotation) + (self.sprite_offset.y) * math.cos(self.sprite_rotation))
|
||||
local dimensions_x = self.sprite_scale.x * self.sprite_flip.x
|
||||
local dimensions_y = self.sprite_scale.y * self.sprite_flip.y
|
||||
love.graphics.draw(
|
||||
self.sprite,
|
||||
relative_position_x + origin_compensation_x * dimensions_x,
|
||||
relative_position_y + origin_compensation_y * dimensions_y,
|
||||
self.sprite_rotation,
|
||||
self.sprite_scale.x * self.sprite_flip.x,
|
||||
self.sprite_scale.y * self.sprite_flip.y
|
||||
)
|
||||
if debug_collision then
|
||||
love.graphics.setColor(1, 0, 0)
|
||||
love.graphics.circle( "line", relative_position_x, relative_position_y, 2 )
|
||||
love.graphics.setColor(0, 1 ,0)
|
||||
love.graphics.circle( "line",
|
||||
relative_position_x + origin_compensation_x * dimensions_x,
|
||||
relative_position_y + origin_compensation_y * dimensions_y,
|
||||
2
|
||||
)
|
||||
end
|
||||
love.graphics.setColor(1, 1 ,1)
|
||||
end
|
||||
end
|
||||
|
||||
function Animation:New(anim,frames,speed)
|
||||
local anim_data = {
|
||||
frame = 1,
|
||||
subframe = 1,
|
||||
path = anim.path,
|
||||
frames = anim.frames,
|
||||
speed = anim.speed,
|
||||
imgs = anim.imgs
|
||||
}
|
||||
self.animations[#self.animations+1] = anim_data
|
||||
|
||||
return self.animations[#self.animations]
|
||||
end
|
||||
|
||||
function DrawAnimationFrame(animation, frame, 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(
|
||||
animation.imgs[frame],
|
||||
x - Camera.pos.x,
|
||||
y - Camera.pos.y,
|
||||
rotate,
|
||||
sx,
|
||||
sy
|
||||
)
|
||||
end
|
||||
|
||||
function DrawAnimation(animation, 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
|
||||
if game_paused ~= true then
|
||||
-- try to animate
|
||||
animation.subframe = animation.subframe + current_dt
|
||||
|
||||
if animation.subframe >= animation.speed then
|
||||
animation.frame = animation.frame + 1
|
||||
animation.subframe = animation.subframe - animation.speed
|
||||
end
|
||||
|
||||
-- cycle
|
||||
if animation.frame >= animation.frames+1 then
|
||||
animation.frame = animation.frame - animation.frames
|
||||
end
|
||||
end
|
||||
love.graphics.draw(
|
||||
animation.imgs[animation.frame],
|
||||
x - Camera.pos.x,
|
||||
y - Camera.pos.y,
|
||||
rotate,
|
||||
sx,
|
||||
sy
|
||||
)
|
||||
end
|
||||
|
||||
function Entity:Animate()
|
||||
if game_paused ~= true and self.anim.path ~= nil then
|
||||
-- try to animate
|
||||
self.anim.subframe = self.anim.subframe + current_dt
|
||||
|
||||
if self.anim.subframe >= self.anim.speed then
|
||||
self.anim.frame = self.anim.frame + 1
|
||||
self.anim.subframe = self.anim.subframe - self.anim.speed
|
||||
end
|
||||
|
||||
-- cycle
|
||||
if self.anim.frame >= self.anim.frames+1 then
|
||||
self.anim.frame = self.anim.frame - self.anim.frames
|
||||
end
|
||||
|
||||
-- change
|
||||
self.sprite = self.anim.imgs[self.anim.frame]
|
||||
end
|
||||
end
|
||||
|
||||
function Entity:LoadAnimation(anim,frames,speed)
|
||||
if self.anim.path ~= anim and self.anim.path ~= anim.path then
|
||||
if frames ~= nil and speed ~= nil then
|
||||
self.anim.path = anim or nil
|
||||
self.anim.frames = frames or 4
|
||||
self.anim.speed = speed or frames
|
||||
else
|
||||
self.anim.path = anim.path
|
||||
self.anim.frames = anim.frames
|
||||
self.anim.speed = anim.speed
|
||||
end
|
||||
|
||||
self.anim.imgs = anim.imgs
|
||||
end
|
||||
end
|
||||
|
||||
require "data/scripts/entities/kupo"
|
||||
require "data/scripts/entities/arrow"
|
||||
require "data/scripts/entities/player"
|
|
@ -11,7 +11,7 @@
|
|||
x = 0,
|
||||
y = 0
|
||||
}
|
||||
|
||||
|
||||
-- constants
|
||||
o.acc = 45
|
||||
o.friction = 20
|
||||
|
@ -22,7 +22,7 @@
|
|||
o.jumpMaxSpeed = 9.5
|
||||
o.zeroSpeed = 0.001
|
||||
o.lightRange = 20
|
||||
|
||||
|
||||
-- status
|
||||
o.isJumping = false
|
||||
o.isOnGround = 0
|
||||
|
@ -35,11 +35,10 @@
|
|||
-- sprite
|
||||
o.sprite_offset = {x = 8, y = 16}
|
||||
o.target_offset = {x = 0, y = 12}
|
||||
|
||||
|
||||
-- lights
|
||||
o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
|
||||
|
||||
|
||||
|
||||
|
||||
setmetatable(o, self)
|
||||
self.__index = self
|
||||
|
||||
|
@ -86,10 +85,7 @@ function Player:Smart()
|
|||
end
|
||||
|
||||
function Player:HandleAnimation()
|
||||
-- move light to position, :D
|
||||
self.light.pos.x = self.pos.x - self.target_offset.x
|
||||
self.light.pos.y = self.pos.y - self.target_offset.y
|
||||
|
||||
|
||||
-- flip sprite to look in the direction is moving
|
||||
if self.vel.x ~= 0 then self.sprite_flip.x = math.sign(self.vel.x) end
|
||||
|
||||
|
|
|
@ -17,6 +17,28 @@ animation = {
|
|||
speed = 1
|
||||
}
|
||||
},
|
||||
nancy_moth_mask = {
|
||||
idle = {
|
||||
path = "assets/characters/nancy/moth_mask/idle",
|
||||
frames = 4,
|
||||
speed = 1/8
|
||||
},
|
||||
run = {
|
||||
path = "assets/characters/nancy/moth_mask/run",
|
||||
frames = 6,
|
||||
speed = 1/8
|
||||
},
|
||||
fall = {
|
||||
path = "assets/characters/nancy/moth_mask/fall",
|
||||
frames = 3,
|
||||
speed = 1/8
|
||||
},
|
||||
jump = {
|
||||
path = "assets/characters/nancy/moth_mask/jump",
|
||||
frames = 3,
|
||||
speed = 1/8
|
||||
}
|
||||
},
|
||||
nancy = {
|
||||
idle = {
|
||||
path = "assets/characters/nancy/idle",
|
||||
|
|
|
@ -24,7 +24,7 @@ function SetDarkness()
|
|||
end
|
||||
|
||||
function DoDarkness()
|
||||
love.graphics.setColor(0,0,0,0.3)
|
||||
love.graphics.setColor(0,0,0,1)
|
||||
love.graphics.rectangle("fill",0,0,game.width,game.height)
|
||||
end
|
||||
|
||||
|
@ -34,8 +34,8 @@ function DoLights()
|
|||
if LightTimer >= 3 then
|
||||
LightTimer = LightTimer - 3
|
||||
for _, light in pairs(Lights) do
|
||||
light.flicker = math.random(-2,2)
|
||||
light.dim = (light.range+light.flicker)/5
|
||||
light.flicker = math.random(-1,1)
|
||||
light.dim = (light.range+light.flicker)/2
|
||||
end
|
||||
end
|
||||
|
||||
|
|