From bd22a09dc862ac5480426bfd5e0311a97b6cfa77 Mon Sep 17 00:00:00 2001 From: Aki Date: Wed, 1 Mar 2017 21:31:11 +0100 Subject: Rename: Animated -> Sprite Rename: getSprite, setSprite -> getImage, setImage --- animated.lua | 81 ------------------------------------------------------------ 1 file changed, 81 deletions(-) delete mode 100644 animated.lua (limited to 'animated.lua') diff --git a/animated.lua b/animated.lua deleted file mode 100644 index 160ee44..0000000 --- a/animated.lua +++ /dev/null @@ -1,81 +0,0 @@ --- `Animated` --- Abstract class for drawable animated entities. - --- Metatable -Animated = { - animations--[[table with animations]], - current--[[animations.default]], - sprite--[[love.graphics.newImage()]], - frame = 1, - delay = .1, -} -Animated.__index = Animated - --- Cleans up reference to sprite on deletion. -function Animated:delete() - self.sprite = nil -end - --- Sets an Image as a sprite. -function Animated:setSprite(image) - self.sprite = image -end --- Returns current sprite Image. -function Animated:getSprite() - return self.sprite -end - --- Sets new animations list. -function Animated:setAnimationsList(t) - if t then - self.animations = t - self:setAnimation("default") - end -end - --- Sets current animation by table key. -function Animated:setAnimation(animation) - self.frame = 1 - self.delay = Animated.delay -- INITIAL from metatable - self.current = self.animations[animation] -end --- Returns current animation table. -function Animated:getAnimation() - return self.current -end - --- Get frame quad for drawing. -function Animated: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 sprite. -function Animated:draw(...) - local s, q = self:getSprite(), self:getQuad() - if s then - love.graphics.setColor(255,255,255,255) - if q then love.graphics.draw(s, q, ...) - else love.graphics.draw(s, ...) end - end -end --- Animation updating. -function Animated:update(dt) - if self.animations and self.current then - self.delay = self.delay - dt - if self.delay < 0 then - self.delay = self.delay + Animated.delay -- INITIAL from metatable - self:nextFrame() - end - end -end --- Moving to the next frame. -function Animated:nextFrame() - if self.current.repeated or not (self.frame == self.current.frames) then - self.frame = (self.frame % self.current.frames) + 1 - else - self:setAnimation("default") - end -end \ No newline at end of file -- cgit v1.1