Created
October 18, 2012 00:57
-
-
Save NimbusBP1729/3909270 to your computer and use it in GitHub Desktop.
An example player file indicating motions that are necessary for attacks()
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
function plyr.new(sheet) | |
local new_plyr = {} | |
new_plyr.sheet = sheet | |
new_plyr.sheet:setFilter('nearest', 'nearest') | |
new_plyr.positions = position_matrix_main | |
local g = anim8.newGrid(48, 48, new_plyr.sheet:getWidth(), | |
new_plyr.sheet:getHeight()) | |
local warp = anim8.newGrid(36, 300, beam:getWidth(), | |
beam:getHeight()) | |
new_plyr.beam = beam | |
new_plyr.animations = { | |
dead = { | |
right = anim8.newAnimation('once', g('9,13'), 1), | |
left = anim8.newAnimation('once', g('9,14'), 1) | |
}, | |
hold = { | |
right = anim8.newAnimation('once', g(5,5), 1), | |
left = anim8.newAnimation('once', g(5,6), 1), | |
}, | |
holdwalk = { | |
right = anim8.newAnimation('loop', g('1-3,9', '2,9'), 0.16), | |
left = anim8.newAnimation('loop', g('1-3,10', '2,10'), 0.16), | |
}, | |
holdjump = { | |
right = anim8.newAnimation('once', g(1,11), 1), | |
left = anim8.newAnimation('once', g(1,12), 1), | |
}, | |
crouch = { | |
right = anim8.newAnimation('once', g('9,4'), 1), | |
left = anim8.newAnimation('once', g('9,3'), 1) | |
}, | |
crouchwalk = { --state for walking towards the camera | |
left = anim8.newAnimation('loop', g('2-3,3'), 0.16), | |
right = anim8.newAnimation('loop', g('2-3,3'), 0.16), | |
}, | |
gaze = { | |
right = anim8.newAnimation('once', g(8,2), 1), | |
left = anim8.newAnimation('once', g(8,1), 1), | |
}, | |
gazewalk = { --state for walking away from the camera | |
left = anim8.newAnimation('loop', g('2-3,4'), 0.16), | |
right = anim8.newAnimation('loop', g('2-3,4'), 0.16), | |
}, | |
attack = { | |
left = anim8.newAnimation('once', g('3-4,6'), 0.16), | |
right = anim8.newAnimation('once', g('3-4,5'), 0.16), | |
}, | |
attackjump = { | |
left = anim8.newAnimation('loop', g('7-8,3'), 0.16), | |
right = anim8.newAnimation('loop', g('7-8,4'), 0.16), | |
}, | |
attackwalk = { | |
left = anim8.newAnimation('loop', g('1,8','5,8','3,8','5,8'), 0.16), | |
right = anim8.newAnimation('loop', g('1,7','5,7','3,7','5,7'), 0.16), | |
}, | |
wieldwalk = { --state for walking while holding a weapon | |
left = anim8.newAnimation('loop', g('4,8','5,8','6,8','5,8'), 0.16), | |
right = anim8.newAnimation('loop', g('4,7','5,7','6,7','5,7'), 0.16), | |
}, | |
wieldidle = { --state for standing while holding a weapon | |
left = anim8.newAnimation('once', g(2,6), 1), | |
right = anim8.newAnimation('once', g(2,5), 1), | |
}, | |
wieldjump = { --state for jumping while holding a weapon | |
left = anim8.newAnimation('once', g('7,1'), 1), | |
right = anim8.newAnimation('once', g('7,2'), 1), | |
}, | |
wieldaction = { --state for swinging a weapon | |
left = anim8.newAnimation('once', g('6,8','9,8','3,8','6,8'), 0.09), | |
right = anim8.newAnimation('once', g('6,7','9,7','3,7','6,7'), 0.09), | |
}, | |
wieldaction2 = { --another state for swinging a weapon | |
left = anim8.newAnimation('once', g('6,8','4,7','3,8','6,8'), 0.09), | |
right = anim8.newAnimation('once', g('6,7','4,8','3,7','6,7'), 0.09), | |
}, | |
jump = { | |
right = anim8.newAnimation('once', g('7,2'), 1), | |
left = anim8.newAnimation('once', g('7,1'), 1) | |
}, | |
walk = { | |
right = anim8.newAnimation('loop', g('2-4,2', '3,2'), 0.16), | |
left = anim8.newAnimation('loop', g('2-4,1', '3,1'), 0.16), | |
}, | |
idle = { | |
right = anim8.newAnimation('once', g(1,2), 1), | |
left = anim8.newAnimation('once', g(1,1), 1), | |
}, | |
warp = anim8.newAnimation('once', warp('1-4,1'), 0.08), | |
} | |
return new_plyr | |
end |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment