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animation.lua
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--[[
Copyright (c) 2009 Bart Bes
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following
conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
]]
local anim_mt = {}
anim_mt.__index = anim_mt
function newAnimation(image, fw, fh, delay, frames)
local a = {}
a.img = image
a.frames = {}
a.delays = {}
a.timer = 0
a.position = 1
a.fw = fw
a.fh = fh
a.playing = true
a.speed = 1
a.mode = 1
a.direction = 1
local imgw = image:getWidth()
local imgh = image:getHeight()
if frames == 0 then
frames = imgw / fw * imgh / fh
end
local rowsize = imgw/fw
for i = 1, frames do
local row = math.floor(i/rowsize)
local column = i%rowsize
local frame = love.graphics.newQuad(column*fw, row*fh, fw, fh, imgw, imgh)
table.insert(a.frames, frame)
table.insert(a.delays, delay)
end
return setmetatable(a, anim_mt)
end
function anim_mt:update(dt)
if not self.playing then return end
self.timer = self.timer + dt * self.speed
if self.timer > self.delays[self.position] then
self.timer = self.timer - self.delays[self.position]
self.position = self.position + 1 * self.direction
if self.position > #self.frames then
if self.mode == 1 then
self.position = 1
elseif self.mode == 2 then
self.position = self.position - 1
self:stop()
elseif self.mode == 3 then
self.direction = -1
self.position = self.position - 1
end
elseif self.position < 1 and self.mode == 3 then
self.direction = 1
self.position = self.position + 1
end
end
end
function anim_mt:draw(x, y, angle, sx, sy)
love.graphics.draw(self.img, self.frames[self.position], x, y, angle, sx, sy)
end
function anim_mt:addFrame(x, y, w, h, delay)
local frame = love.graphics.newQuad(x, y, w, h, a.img:getWidth(), a.img:getHeight())
table.insert(self.frames, frame)
table.insert(self.delays, delay)
end
function anim_mt:play()
self.playing = true
end
function anim_mt:stop()
self.playing = false
end
function anim_mt:reset()
self:seek(0)
end
function anim_mt:seek(frame)
self.position = frame
self.timer = 0
end
function anim_mt:getCurrentFrame()
return self.position
end
function anim_mt:getSize()
return #self.frames
end
function anim_mt:setDelay(frame, delay)
self.delays[frame] = delay
end
function anim_mt:setSpeed(speed)
self.speed = speed
end
function anim_mt:getWidth()
return self.frames[self.position]:getWidth()
end
function anim_mt:getHeight()
return self.frames[self.position]:getHeight()
end
function anim_mt:setMode(mode)
if mode == "loop" then
self.mode = 1
elseif mode == "once" then
self.mode = 2
elseif mode == "bounce" then
self.mode = 3
end
end
if Animations_legacy_support then
love.graphics.newAnimation = newAnimation
local oldLGDraw = love.graphics.draw
function love.graphics.draw(item, ...)
if type(item) == "table" and item.draw then
item:draw(...)
else
oldLGDraw(item, ...)
end
end
end