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
71
72
73
74
75
76
77
78
79
80
81
|
-- `Sprite`
-- Abstract class for drawable animated entities.
-- Metatable
Sprite = {
animations--[[table with animations]],
current--[[animations.default]],
image--[[love.graphics.newImage()]],
frame = 1,
delay = .1,
}
Sprite.__index = Sprite
-- Cleans up reference to image on deletion.
function Sprite:delete()
self.image = nil
end
-- Sets an Image as a image.
function Sprite:setImage(image)
self.image = image
end
-- Returns current image Image.
function Sprite:getImage()
return self.image
end
-- Sets new animations list.
function Sprite:setAnimationsList(t)
if t then
self.animations = t
self:setAnimation("default")
end
end
-- Sets current animation by table key.
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()
return self.current
end
-- Get frame quad for drawing.
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
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 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()
end
end
end
-- Moving to the next frame.
function Sprite: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
|