143 lines
2.7 KiB
Lua
143 lines
2.7 KiB
Lua
Animation = {
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projectilePlasma = {
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path = "assets/projectilePlasma",
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frames = 6,
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speed = 0.1,
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random = true
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},
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projectilePiercing = {
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path = "assets/projectilePiercing",
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frames = 1,
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speed = 1
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},
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projectileRocket = {
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path = "assets/projectileRocket",
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frames = 1,
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speed = 1
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},
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projectileGreen = {
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path = "assets/projectileGreenRocket",
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frames = 1,
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speed = 1
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},
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projectileRed = {
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path = "assets/projectileRedRocket",
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frames = 1,
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speed = 1
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},
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projectileBlue = {
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path = "assets/projectileBlueRocket",
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frames = 1,
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speed = 1
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}
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}
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for _, anim in pairs(Animation) do
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anim.imgs = {}
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for i = 1, anim.frames do
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table.insert(anim.imgs,love.graphics.newImage(anim.path..tostring(i)..".png"))
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end
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end
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AnimationContainer = {}
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function AnimationContainer:New(anim_data)
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local o = {}
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o.type = "AnimationContainer"
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o.path = anim_data.path
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o.frames = anim_data.frames
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o.speed = anim_data.speed
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o.imgs = anim_data.imgs
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o.subframe = 0
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local random = anim_data.random or false
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if random == true then
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o.frame = math.random(1,anim_data.frames)
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else
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o.frame = 1
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end
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table.insert(List.AnimationContainers,o)
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o.id = #List.AnimationContainers
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setmetatable(o, self)
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self.__index = self
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return o
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end
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function AnimationContainer:Delete()
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for _, animation in pairs(List.AnimationContainers) do
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if animation.id > self.id then
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animation.id = animation.id - 1
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end
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end
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table.remove(list,self.id.FriendlyBullet)
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self = nil
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end
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function AnimationContainer:Set(anim_data)
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if anim_data.path == self.path
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then
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return self
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else
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return Animation:New(anim_data)
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end
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end
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-- to manually handle what frame
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function AnimationContainer:DrawFrame(frame, x, y, rotate, sx, sy)
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if frame > self.frames then
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frame = self.frames
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end
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local x = x or 0
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local y = y or 0
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local sx = sx or 1
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local sy = sy or 1
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love.graphics.draw(
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self.imgs[frame],
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x - Camera.pos.x,
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y - Camera.pos.y,
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rotate,
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sx,
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sy
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)
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end
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-- to linearly animate
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function AnimationContainer:Animate()
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-- try to animate
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self.subframe = self.subframe + current_dt
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if self.subframe > self.speed then
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self.frame = self.frame + 1
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self.subframe = self.subframe - self.speed
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end
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-- cycle
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if self.frame >= self.frames+1 then
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self.frame = self.frame - self.frames
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end
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end
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-- to draw the current frame
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function AnimationContainer:Draw(x, y, rotate, sx, sy, ox, oy)
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local x = x or 0
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local y = y or 0
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local rotate = rotate or 0
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local sx = sx or 1
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local sy = sy or 1
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local ox = ox or self.imgs[self.frame]:getPixelWidth()/2
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local oy = oy or self.imgs[self.frame]:getPixelHeight()/2
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love.graphics.draw(
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self.imgs[self.frame],
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x,
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y,
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rotate,
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sx,
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sy,
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ox,
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oy
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)
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end
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