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-- Metatable.
local Prop = {
x = 0,
y = 0,
width = 0,
height = 0,
frame = 1,
animation = "closed",
style = "door",
}
Prop.__index = Prop
-- Constructor.
local function newProp()
return setmetatable({}, Prop)
end
-- Dimensions related functions.
function Prop:getDimensions()
return self.width, self.height
end
function Prop:setDimensions(width, height)
self.width, self.height = width, height
return self
end
-- Position related functions.
function Prop:getPosition()
return self.x, self.y
end
function Prop:setPosition(x, y)
self.x, self.y = x, y
return self
end
-- Don't mistake with seduce.
function Prop:setUse(func)
if type(func) == "function" then
self.use = func
end
return self
end
-- Animation.
function Prop:changeAnimation(name)
if self.animation ~= name and name then
self.animation = name
self.frame = 1
end
return self
end
-- Stylish.
function Prop:setStyle(style)
if self.style ~= style and style then
self.style = style
end
return self
end
-- Returns true if given position is inside Prop's hitbox.
function Prop:testPosition(x, y)
local px, py = self:getPosition()
local w, h = self:getDimensions()
if x > px and x < px+w and y > py and y < py+h then
return self
end
end
-- Being used by player callback.
function Prop:use() end
-- LÖVE2D callbacks.
function Prop:update()
-- Animations
local frames = #Game.quads[self.style][self.animation]
self.frame = (self.frame%frames)+1
-- Automatic animation changes
if self.animation == "opening" and self.frame == 7 then
self:changeAnimation("open")
end
end
function Prop:draw(scale)
local x,y = self:getPosition()
if Game.inRange(x, y) then
local sprite = Game.sprites[self.style]
local quad = Game.quads[self.style][self.animation][self.frame]
love.graphics.setColor(255,255,255)
love.graphics.draw(sprite, quad, (x)*scale, (y)*scale, 0, scale, scale)
end
end
return newProp
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