-- 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() -- INIT FUNCTIONS -- Initilizing and configuring option 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 -- UPDATE FUNCTIONS -- Update the animation of the animator function Animator:update(dt) if (self.currentAnimation == "") then core.debug:warning("animator", "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 if not (self.animationData.pauseAtEnd) then self.frame = self.animationData.loop end self:sendCallback() else self.frame = self.frame + 1 end end end -- ANIMATION HANDLING FUNCTIONS -- Change the animation of the animator 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 -- INFO FUNCTIONS -- get information with these functions function Animator:getCurrentAnimation() return self.currentAnimation 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:getRelativeFrame() return self.frame - (self.animationData.startAt) + 1 end function Animator:animationExist(name) return (self.sprite.data.animations[self.currentAnimation] ~= nil) end function Animator:getDimensions() return self.sprite:getDimensions() end -- CALLBACK FUNCTIONS -- Handle getting a calback from the animation system function Animator:setCallback(actor) self.actor = actor end function Animator:sendCallback() if (self.actor ~= nil) then self.actor:animationEnded(self.currentAnimation) end end -- DRAW FUNCTIONS -- Draw animations using these functions 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 return Animator