-- assets/animator :: the animator object. The animator object handle what -- frame a sprite should draw. --[[ Copyright © 2019 Kazhnuz Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] local Animator = Object:extend() function Animator:new(sprite) self.sprite = sprite self.frame = 1 self.frameTimer = 0 self.currentAnimation = "" self.animationData = {} self.customSpeed = 0 self:changeToDefaultAnimation() end function Animator:setCustomSpeed(customSpeed) self.customSpeed = customSpeed or 0 end function Animator:update(dt) if (self.currentAnimation == "") then print("warning: no current animation data") return 0 end local speed = self.animationData.speed if (self.animationData.speed) == -1 then speed = self.customSpeed --math.abs(self.xsp / 16) end self.frameTimer = self.frameTimer + (speed * dt) if self.frameTimer > 1 then self.frameTimer = 0 if self.frame == self.animationData.endAt then self.frame = self.animationData.loop else self.frame = self.frame + 1 end end end function Animator:getAnimationDuration(animation) return (self.animationData.endAt - self.animationData.startAt) / self.animationData.speed end function Animator:getFrame() return self.frame end function Animator:animationExist(name) return (self.sprite.data.animations[self.currentAnimation] ~= nil) end function Animator:draw(x, y, r, sx, sy, ox, oy, kx, ky) self.sprite:drawFrame(self.frame, x, y, r, sx, sy, ox, oy, kx, ky) end function Animator:drawMask(x, y, r, sx, sy, ox, oy, kx, ky) self.sprite:drawFrameMask(self.frame, x, y, r, sx, sy, ox, oy, kx, ky) end function Animator:changeAnimation(name, restart) -- Force restart if animation name is different if (self.currentAnimation ~= name) then restart = true else restart = restart or false end self.currentAnimation = name self.animationData = self.sprite.data.animations[self.currentAnimation] if (restart == true) then self.frame = self.animationData.startAt self.frameTimer = 0 end end function Animator:changeToDefaultAnimation(restart) self:changeAnimation(self.sprite.data.metadata.defaultAnim, restart) end return Animator