1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
|
-- `Effect`
-- Short animation with graphics that plays in various situation.
-- Metatable of `Effect`
-- nils initialized in constructor
-- TODO: inherit from `not.Sprite`.
-- TODO: clean-up and reformat code, see newer code for reference.
Effect = {
x = 0,
y = 0,
delay = 0.06,
initial = nil,
frame = 1,
animation = nil,
sprite = nil,
quads = require "effects"
}
-- Construct of `Effect`
function Effect:new(name, x, y)
-- Meta
local o = {}
setmetatable(o, self)
self.__index = self
-- Load spritesheet to metatable if not yet loaded
if self.sprite == nil then
self.sprite = love.graphics.newImage("assets/effects.png")
end
-- Init
o.initial = o.delay
o.animation = name
o.x = x or self.x
o.y = y or self.y
return o
end
-- Position
function Effect:getPosition()
return self.x, self.y
end
-- Animation and return flag for deletion after completion
-- returns true if completed and ready to delete
function Effect:update(dt)
self.delay = self.delay - dt
if self.delay < 0 then
if self.frame < self.quads[self.animation].frames then
self.frame = self.frame + 1
self.delay = self.delay + self.initial
else
return true -- delete
end
end
return false
end
-- Draw me with scale and offsets, senpai
function Effect:draw(offset_x, offset_y, scale)
-- locals
local offset_x = offset_x or 0
local offset_y = offset_y or 0
local scale = scale or 1
local x, y = self:getPosition()
-- pixel grid
local draw_x = (math.floor(x) + offset_x) * scale
local draw_y = (math.floor(y) + offset_y) * scale
-- draw
love.graphics.setColor(255,255,255,255)
love.graphics.draw(self.sprite, self.quads[self.animation][self.frame], draw_x, draw_y, 0, scale, scale)
end
|