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-rw-r--r--not/Hero.lua19
-rw-r--r--not/PhysicalBody.lua16
-rw-r--r--not/Sprite.lua66
3 files changed, 68 insertions, 33 deletions
diff --git a/not/Hero.lua b/not/Hero.lua
index 7ddc724..8d226ac 100644
--- a/not/Hero.lua
+++ b/not/Hero.lua
@@ -1,12 +1,6 @@
--- `Hero`
--- Entity controlled by a player. It has a physical body and a sprite. Can play animations and interact with other instances of the same class.
+--- `Hero`
+-- Hero (naut) entity that exists in a game world.
-- Collision category: [2]
-
--- WHOLE CODE HAS FLAG OF "need a cleanup"
-require "not.Sprite"
-
--- Metatable of `Hero`
--- nils initialized in constructor
Hero = {
-- General and physics
name = "empty",
@@ -44,10 +38,13 @@ Hero = {
-- Animations table
animations = require "animations"
}
+
+-- `Hero` is a child of `PhysicalBody`.
+require "not.PhysicalBody"
Hero.__index = Hero
-setmetatable(Hero, Sprite)
+setmetatable(Hero, PhysicalBody)
--- Constructor of `Hero`
+-- Constructor of `Hero`.
function Hero:new (game, world, x, y, name)
-- Meta
local o = {}
@@ -64,7 +61,7 @@ function Hero:new (game, world, x, y, name)
o.body:setFixedRotation(true)
-- Misc
o.name = name or "empty"
- o:setImage(newImage("assets/nauts/"..o.name..".png"))
+ o:setImage(Sprite.newImage("assets/nauts/"..o.name..".png"))
o.world = game
o.punchcd = 0
-- Animation
diff --git a/not/PhysicalBody.lua b/not/PhysicalBody.lua
new file mode 100644
index 0000000..6e6a8a6
--- /dev/null
+++ b/not/PhysicalBody.lua
@@ -0,0 +1,16 @@
+--- `PhysicalBody`
+-- Abstract class for drawable body existing in Box2D's physical world.
+PhysicalBody = {
+ body =--[[love.physics.newBody]]nil,
+}
+
+-- `PhysicalBody` is a child of `Sprite`.
+require "not.Sprite"
+PhysicalBody.__index = PhysicalBody
+setmetatable(PhysicalBody, Sprite)
+
+-- Constructor of `PhysicalBody`.
+function PhysicalBody:new (world, x, y, imagePath)
+ local o = Sprite:new(imagePath)
+ return o
+end \ No newline at end of file
diff --git a/not/Sprite.lua b/not/Sprite.lua
index 1cc46f7..905816b 100644
--- a/not/Sprite.lua
+++ b/not/Sprite.lua
@@ -1,32 +1,54 @@
-- `Sprite`
-- Abstract class for drawable animated entities.
-
--- Metatable
Sprite = {
- animations--[[table with animations]],
- current--[[animations.default]],
- image--[[love.graphics.newImage()]],
+ animations =--[[table with animations]]nil,
+ current =--[[animations.default]]nil,
+ image =--[[love.graphics.newImage]]nil,
frame = 1,
delay = .1,
}
Sprite.__index = Sprite
+-- Constructor of `Sprite`.
+function Sprite:new (imagePath)
+ local o = setmetatable({}, self)
+ if type(imagePath) == "string" then
+ o:setImage(self.newImage(imagePath))
+ end
+ return o
+end
+
-- Cleans up reference to image on deletion.
-function Sprite:delete()
+function Sprite:delete ()
self.image = nil
end
--- Sets an Image as a image.
-function Sprite:setImage(image)
+-- Creates new Image object from path. Key-colours two shades of green. Static.
+function Sprite.newImage (path)
+ local imagedata = love.image.newImageData(path)
+ local transparency = function(x, y, r, g, b, a)
+ if (r == 0 and g == 128 and b == 64) or
+ (r == 0 and g == 240 and b == 6) then
+ a = 0
+ end
+ return r, g, b, a
+ end
+ imagedata:mapPixel(transparency)
+ local image = love.graphics.newImage(imagedata)
+ return image
+end
+
+-- Sets an Image as an image.
+function Sprite:setImage (image)
self.image = image
end
-- Returns current image Image.
-function Sprite:getImage()
+function Sprite:getImage ()
return self.image
end
-- Sets new animations list.
-function Sprite:setAnimationsList(t)
+function Sprite:setAnimationsList (t)
if t then
self.animations = t
self:setAnimation("default")
@@ -34,45 +56,45 @@ function Sprite:setAnimationsList(t)
end
-- Sets current animation by table key.
-function Sprite:setAnimation(animation)
+function Sprite:setAnimation (animation)
self.frame = 1
self.delay = Sprite.delay -- INITIAL from metatable
self.current = self.animations[animation]
end
-- Returns current animation table.
-function Sprite:getAnimation()
+function Sprite:getAnimation ()
return self.current
end
-- Get frame quad for drawing.
-function Sprite:getQuad()
+function Sprite:getQuad ()
if self.animations and self.current then
return self.current[self.frame]
end
end
-- Drawing self to LOVE2D buffer.
--- If there is no Quad, it will draw entire image.
-function Sprite:draw(...)
- local s, q = self:getImage(), self:getQuad()
- if s then
+-- If there is no Quad, it will draw entire image. It won't draw anything if there is no image.
+function Sprite:draw (...)
+ local i, q = self:getImage(), self:getQuad()
+ if i then
love.graphics.setColor(255,255,255,255)
- if q then love.graphics.draw(s, q, ...)
- else love.graphics.draw(s, ...) end
+ if q then love.graphics.draw(i, q, ...)
+ else love.graphics.draw(i, ...) end
end
end
-- Animation updating.
-function Sprite:update(dt)
+function Sprite:update (dt)
if self.animations and self.current then
self.delay = self.delay - dt
if self.delay < 0 then
self.delay = self.delay + Sprite.delay -- INITIAL from metatable
- self:nextFrame()
+ self:goToNextFrame()
end
end
end
-- Moving to the next frame.
-function Sprite:nextFrame()
+function Sprite:goToNextFrame ()
if self.current.repeated or not (self.frame == self.current.frames) then
self.frame = (self.frame % self.current.frames) + 1
else