3rd color,

cleaning
This commit is contained in:
lustlion 2021-10-29 02:17:18 +02:00
parent 538a1f77f8
commit 189579d619
55 changed files with 158 additions and 13 deletions

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127
data/scripts/animation.lua Normal file
View File

@ -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"

View File

@ -11,7 +11,7 @@
x = 0, x = 0,
y = 0 y = 0
} }
-- constants -- constants
o.acc = 45 o.acc = 45
o.friction = 20 o.friction = 20
@ -22,7 +22,7 @@
o.jumpMaxSpeed = 9.5 o.jumpMaxSpeed = 9.5
o.zeroSpeed = 0.001 o.zeroSpeed = 0.001
o.lightRange = 20 o.lightRange = 20
-- status -- status
o.isJumping = false o.isJumping = false
o.isOnGround = 0 o.isOnGround = 0
@ -35,11 +35,10 @@
-- sprite -- sprite
o.sprite_offset = {x = 8, y = 16} o.sprite_offset = {x = 8, y = 16}
o.target_offset = {x = 0, y = 12} o.target_offset = {x = 0, y = 12}
-- lights -- lights
o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
setmetatable(o, self) setmetatable(o, self)
self.__index = self self.__index = self
@ -86,10 +85,7 @@ function Player:Smart()
end end
function Player:HandleAnimation() 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 -- 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 if self.vel.x ~= 0 then self.sprite_flip.x = math.sign(self.vel.x) end

View File

@ -17,6 +17,28 @@ animation = {
speed = 1 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 = { nancy = {
idle = { idle = {
path = "assets/characters/nancy/idle", path = "assets/characters/nancy/idle",

View File

@ -24,7 +24,7 @@ function SetDarkness()
end end
function DoDarkness() 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) love.graphics.rectangle("fill",0,0,game.width,game.height)
end end
@ -34,8 +34,8 @@ function DoLights()
if LightTimer >= 3 then if LightTimer >= 3 then
LightTimer = LightTimer - 3 LightTimer = LightTimer - 3
for _, light in pairs(Lights) do for _, light in pairs(Lights) do
light.flicker = math.random(-2,2) light.flicker = math.random(-1,1)
light.dim = (light.range+light.flicker)/5 light.dim = (light.range+light.flicker)/2
end end
end end