87 lines
2.7 KiB
Lua
87 lines
2.7 KiB
Lua
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-- assets/sprite :: the assets object, which is basically a tileset animated by
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-- an animator object. An animator object is always tied to a sprite, but a sprite
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-- can use different animator in order to make several animator share the same sprite
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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 Sprite = Object:extend()
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local Animator = require("core.modules.assets.animator")
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local Tileset = require("core.modules.assets.tileset")
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function Sprite:new(filepath)
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self.tileset = Tileset(filepath)
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self.data = require(filepath)
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self.animator = Animator(self)
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self.customSpeed = 0
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self:changeToDefaultAnimation(true)
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end
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function Sprite:update(dt)
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self.animator:update(dt)
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end
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function Sprite:clone()
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return Animator(self)
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end
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function Sprite:setCustomSpeed(customSpeed)
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self.animator:setCustomSpeed(customSpeed)
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end
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function Sprite:changeToDefaultAnimation(restart)
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self.animator:changeToDefaultAnimation(restart)
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end
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function Sprite:changeAnimation(name, restart)
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self.animator:changeAnimation(name, restart)
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end
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function Sprite:animationExist(name)
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return self.animator:animationExist(name)
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end
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function Sprite:drawAnimation(x, y, r, sx, sy, ox, oy, kx, ky)
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self.animator:draw(x, y, r, sx, sy, ox, oy, kx, ky)
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end
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function Sprite:drawFrame(frame, x, y, r, sx, sy, ox, oy, kx, ky)
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self.tileset:drawTile(frame, x, y, r, sx, sy, ox, oy, kx, ky)
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end
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function Sprite:drawPart(x, y, w, h, r, sx, sy, ox, oy, kx, ky)
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local w = math.floor(w)
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local h = math.floor(h)
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if w >= 0 and h <= 0 then
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return 0
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end
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love.graphics.setScissor(x - ox, y - oy, w, h)
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self:drawAnimation(x, y, r, sx, sy, ox, oy, kx, ky)
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love.graphics.setScissor( )
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end
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return Sprite
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