entity = {class = "entity", anim_subframe = 0, anim_frame = 0, anim_imgs = {}, offset = {x = 0, y = 0}, scale = {x = 1, y = 1}, flip = { x = 1, y = 1}} function entity:newEntity(x,y) o = {} o.pos = {x = x, y = y} setmetatable(o, self) self.__index = self return o end function entity:Move(target, speed) -- target = {tx int, ty int} / speed = int end function entity:Draw() if self.sprite ~= nil then love.graphics.draw( self.sprite, self.pos.x - Camera.pos.x + self.offset.x * game.scale * self.scale.x * self.flip.x, self.pos.y - Camera.pos.y + self.offset.y * game.scale * self.scale.y * self.flip.y, 0, game.scale * self.scale.x * self.flip.x, game.scale * self.scale.y * self.flip.y ) end end function entity:Animate() if game_paused ~= true 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/player"