Trap = require "not.PhysicalBody":extends() -- TODO: Move flames' animations to config file. local animations = { default = { [1] = love.graphics.newQuad(0, 0, 42, 19, 168, 19), [2] = love.graphics.newQuad(42, 0, 42, 19, 168, 19), frames = 2, repeated = true }, fadein = { [1] = love.graphics.newQuad(84, 0, 42, 19, 168, 19), [2] = love.graphics.newQuad(126, 0, 42, 19, 168, 19), frames = 2, repeated = false }, fadeout = { [1] = love.graphics.newQuad(126, 0, 42, 19, 168, 19), [2] = love.graphics.newQuad(84, 0, 42, 19, 168, 19), frames = 2, repeated = false } } function Trap:new (direction, x, y, world, imagePath) Trap.__super.new(self, x, y, world, imagePath) self:setAnimationsList(animations) self:setBodyType("static") local mirror = 1 if direction == "left" then mirror = -1 end local fixture = Trap.__super.addFixture(self, {0, 0, 41 * mirror, 0, 41 * mirror, 18, 0, 18}) fixture:setCategory(3) fixture:setMask(1) fixture:setUserData({0, direction}) fixture:setSensor(true) self.mirror = mirror end function Trap:getHorizontalMirror () return self.mirror end function Trap:goToNextFrame () if self.current.repeated or not (self.frame == self.current.frames) then self.frame = (self.frame % self.current.frames) + 1 elseif self.current == self.animations.fadeout then self:setAnimation("default") self.hidden = true else self:setAnimation("default") end end -- TODO: Trap@damage is hotfix for clashing. function Trap:damage () end return Trap