b0beb74671
Fix #1
105 lines
3.2 KiB
Lua
105 lines
3.2 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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function Animator:new(sprite)
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self.sprite = sprite
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self.frame = 1
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self.frameTimer = 0
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self.currentAnimation = ""
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self.animationData = {}
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self.customSpeed = 0
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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:update(dt)
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if (self.currentAnimation == "") then
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print("warning: no current animation data")
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return 0
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end
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local speed = self.animationData.speed
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if (self.animationData.speed) == -1 then
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speed = self.customSpeed --math.abs(self.xsp / 16)
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end
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self.frameTimer = self.frameTimer + (speed * dt)
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if self.frameTimer > 1 then
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self.frameTimer = 0
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if self.frame == self.animationData.endAt then
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self.frame = self.animationData.loop
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else
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self.frame = self.frame + 1
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end
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end
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end
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function Animator:getAnimationDuration(animation)
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return (self.animationData.endAt - self.animationData.startAt) / self.animationData.speed
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end
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function Animator:getFrame()
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return self.frame
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end
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function Animator:animationExist(name)
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return (self.sprite.data.animations[self.currentAnimation] ~= nil)
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end
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function Animator:draw(x, y, r, sx, sy, ox, oy, kx, ky)
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self.sprite:drawFrame(self.frame, x, y, r, sx, sy, ox, oy, kx, ky)
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end
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function Animator:drawMask(x, y, r, sx, sy, ox, oy, kx, ky)
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self.sprite:drawFrameMask(self.frame, x, y, r, sx, sy, ox, oy, kx, ky)
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end
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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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self.animationData = self.sprite.data.animations[self.currentAnimation]
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if (restart == true) then
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self.frame = self.animationData.startAt
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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.data.metadata.defaultAnim, restart)
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end
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return Animator
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