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