Remove the old scene-bound asset system and replace it with a global one. Can lazyload but doesn't do it for the moment. Fixes #70 !BREAKING
163 lines
4.5 KiB
Lua
163 lines
4.5 KiB
Lua
-- assets/animator :: the animator object. The animator object handle what
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-- frame a sprite should draw.
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--[[
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Copyright © 2019 Kazhnuz
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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local Animator = Object:extend()
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-- INIT FUNCTIONS
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-- Initilizing and configuring option
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function Animator:new(name)
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self.name = name
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self.sprite = assets.sprites:get(name)
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self.frame = 0
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self.frameTimer = 0
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self.currentAnimation = ""
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self.customSpeed = 0
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self.speedFactor = 1
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self:changeToDefaultAnimation()
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end
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function Animator:setCustomSpeed(customSpeed)
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self.customSpeed = customSpeed or 0
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end
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function Animator:setSpeedFactor(speedFactor)
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self.speedFactor = speedFactor or 1
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end
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-- UPDATE FUNCTIONS
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-- Update the animation of the animator
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function Animator:update(dt)
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if (self.currentAnimation == "") then
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core.debug:warning("animator", "no current animation data")
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return 0
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end
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local speed = self.sprite:getAnimationSpeed(self.currentAnimation, self.customSpeed)
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self.frameTimer = self.frameTimer + (speed * dt * self.speedFactor)
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if self.frameTimer > 1 then
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self.frameTimer = 0
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if (self.sprite:isAnimationOver(self.currentAnimation, self.frame)) then
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self.frame = self.sprite:getAnimationRestartFrame(self.currentAnimation)
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self:sendCallback()
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else
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self.frame = self.frame + 1
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self:sendFrameSignal()
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end
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end
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end
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-- ANIMATION HANDLING FUNCTIONS
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-- Change the animation of the animator
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function Animator:changeAnimation(name, restart)
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-- Force restart if animation name is different
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if (self.currentAnimation ~= name) then
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restart = true
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else
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restart = restart or false
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end
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self.currentAnimation = name
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if (restart == true) then
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self.frame = 0
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self.frameTimer = 0
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end
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end
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function Animator:changeToDefaultAnimation(restart)
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self:changeAnimation(self.sprite:getDefaultAnimation(), restart)
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end
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-- INFO FUNCTIONS
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-- get information with these functions
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function Animator:getCurrentAnimation()
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return self.currentAnimation
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end
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function Animator:getAnimationDuration(animation)
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return self.sprite:getAnimationDuration(animation)
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end
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function Animator:getAbsoluteFrame()
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return self.sprite:getAbsoluteFrame()
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end
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function Animator:animationExist(name)
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return self.sprite:animationExist(name)
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end
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function Animator:getDimensions()
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return self.sprite:getDimensions()
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end
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-- CALLBACK FUNCTIONS
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-- Handle getting a calback from the animation system
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function Animator:setCallbackTarget(actor)
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self.callbackTarget = actor
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end
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function Animator:setCallback(actor)
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core.debug:warning("Animator", "Animator:setCallback is deprecated, prefer Animator:setCallbackTarget instead")
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self:setCallbackTarget(actor)
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end
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function Animator:sendCallback()
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if (self.callbackTarget ~= nil) then
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self.callbackTarget:animationEnded(self.currentAnimation)
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end
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end
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function Animator:sendFrameSignal()
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local signals = self.sprite:getFrameSignal(self.currentAnimation, self.frame)
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if (signals ~= nil and #signals > 0) then
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for _, signal in ipairs(signals) do
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self:trySendSignal(signal)
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end
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end
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end
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function Animator:trySendSignal(frame, signal)
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if (self.callbackTarget ~= nil) and (self.callbackTarget.receiveFrameSignal ~= nil) then
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self.callbackTarget:receiveFrameSignal(signal)
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end
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end
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-- DRAW FUNCTIONS
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-- Draw animations using these functions
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function Animator:draw(x, y, r, sx, sy, ox, oy, kx, ky)
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self.sprite:draw(self.currentAnimation, self.frame, x, y, r, sx, sy, ox, oy, kx, ky)
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end
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return Animator
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