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animated_sprite.lua
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animated_sprite.lua
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require "bounding_box"
AnimatedSprite = {}
AnimatedSprite.__index = AnimatedSprite
function AnimatedSprite:create(file, width, height, frames, animations, scale)
local object = {}
setmetatable(object, AnimatedSprite)
object.width = width
object.height = height
object.frames = frames
object.animations = animations
object.sprite_sheet = love.graphics.newImage(file)
object.sprites = {}
object.current_frame = 1
object.current_animation = 1
object.delay = 0.08
object.delta = 0
object.animating = false
object.scale = scale
object.Directions = {
["Down"] = 1,
["Left"] = 2,
["Right"] = 1,
["Up"] = 1
}
object.bounding_box = BoundingBox:create(0,93*scale,width*scale,25*scale)
return object
end
function AnimatedSprite:load()
imageData = self.sprite_sheet:getData()
for i = 1, self.animations do
local h = self.height * (i-1)
self.sprites[i] = {}
for j = 1, self.frames do
local w = self.width * (j-1)
self.sprites[i][j] = love.graphics.newQuad( w,
h,
self.width,
self.height,
self.sprite_sheet:getWidth(),
self.sprite_sheet:getHeight())
end
end
end
function AnimatedSprite:update(dt)
if self.animating then
self.delta = self.delta + dt
if self.delta >= self.delay then
self.current_frame = (self.current_frame % self.frames) + 1
self.delta = 0
end
end
end
function AnimatedSprite:draw(x, y)
love.graphics.draw(self.sprite_sheet, self.sprites[self.current_animation][self.current_frame], x, y, 0, self.scale, self.scale)
end
function AnimatedSprite:set_animation(animating)
self.animating = animating
if not animating then
self.current_frame = 1
end
end
function AnimatedSprite:set_animation_direction(direction)
self.animating = true
self.current_animation = direction
end
function AnimatedSprite:getBoundingBox(x, y)
self.bounding_box:position_adjusted(x, y)
return self.bounding_box
end