sonic-radiance/sonic-radiance.love/scenes/overworld/charsetmanager.lua

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local Charset = Object:extend()
local folder = "assets/sprites/charset/"
local animation = {1, 2, 3, 2}
local directionList = {"down", "right", "up", "left"}
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local CHARWIDTH = 38
local CHARHEIGHT = 48
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function Charset:new(scene)
self.char = {}
self.list = {}
for i=1, 2 do
for j=1, 4 do
local id = ((i-1)*4) + j
self.char[id] = self:addChar(i, j)
end
end
self.currentFrame = 0
end
function Charset:update(dt)
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if (core.screen:isActive()) then
self.currentFrame = ((self.currentFrame + (dt*5)) % 4)
end
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end
function Charset:addChar(ii, jj)
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local charx, chary = (jj-1)*(CHARWIDTH*3), (ii-1)*(CHARHEIGHT*4)
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local char = {}
for i=1, 4 do
local animatedDirection = {}
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local running = {}
for j=1, 3 do
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local x, y = charx + ((j-1)*CHARWIDTH), (chary + (i-1)*CHARHEIGHT)
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--print(x, y)
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running[j] = love.graphics.newQuad(x, y, CHARWIDTH, CHARHEIGHT, CHARWIDTH*12, CHARHEIGHT*8)
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end
local direction = directionList[i]
char[direction] = running
end
return char
end
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function Charset:getTexture(charsetName)
if (self.list[charsetName] == nil) then
self:addTexture(charsetName)
end
return self.list[charsetName]
end
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function Charset:addTexture(charsetName)
self.list[charsetName] = love.graphics.newImage(folder .. charsetName .. ".png")
end
function Charset:getRunningFrame(charID, direction)
local char = self.char[charID]
local animatedDirection = char[direction]
local fakeFrame = math.min(math.floor(self.currentFrame) + 1, 4)
local trueFrame = animation[fakeFrame]
return animatedDirection[trueFrame]
end
function Charset:getStandingFrame(charID, direction)
local char = self.char[charID]
local animatedDirection = char[direction]
return animatedDirection[2]
end
function Charset:draw(charsetName, charID, direction, x, y)
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local drawable = self:getTexture(charsetName)
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local quad = self:getRunningFrame(charID, direction)
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love.graphics.draw(drawable, quad, math.floor(x), math.floor(y), 0, 1, 1, 11, 32)
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end
function Charset:drawStanding(charsetName, charID, direction, x, y)
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local drawable = self:getTexture(charsetName)
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local quad = self:getStandingFrame(charID, direction)
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love.graphics.draw(drawable, quad, math.floor(x), math.floor(y), 0, 1, 1, 11, 32)
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end
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function Charset:drawTurning(charsetName, charID, x, y)
local dir = math.min(math.floor(self.currentFrame) + 1, 4)
return self:drawStanding(charsetName, charID, directionList[dir], x, y)
end
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return Charset