Created
November 8, 2012 01:15
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Spritemap that works with Ammo
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Spritemap = class("Spritemap") | |
Spritemap._mt = {} | |
function Spritemap._mt:__index(key) | |
return rawget(self, "_" .. key) or self.class.__instanceDict[key] | |
end | |
Spritemap:enableAccessors() | |
function Spritemap:initialize(img, fw, fh, complete, ...) | |
self.complete = complete | |
self.frame = 1 | |
self._image = type(img) == "string" and love.graphics.newImage(img) or img | |
self._width = self._image:getWidth() | |
self._height = self._image:getHeight() | |
self._columns = math.floor(self._width / fw) | |
self._rows = math.floor(self._height / fh) | |
self._quads = {} | |
self._animations = {} | |
self._completeArgs = { ... } | |
for x = 0, self._columns - 1 do | |
for y = 0, self._rows - 1 do | |
self._quads[#self._quads + 1] = love.graphics.newQuad(x * fw, y * fh, fw, fh, self._width, self._height) | |
end | |
end | |
self:stop() | |
self:applyAccessors() | |
end | |
function Spritemap:update(dt) | |
if self.playing then | |
local anim = self._animations[self._playing] | |
if self._timer > anim.time then | |
self._timer = self._timer - anim.time | |
if self._animIndex == #anim.frames and not anim.loop then | |
self.complete(unpack(self._completeArgs)) | |
self:stop() | |
else | |
self._animIndex = self._animIndex % #anim.frames + 1 | |
end | |
else | |
self._timer = self._timer + dt | |
end | |
end | |
end | |
function Spritemap:draw(x, y, r, sx, sy, ox, oy, kx, ky) | |
love.graphics.drawq(self._image, self._quads[self.frame], x, y, r, sx, sy, ox, oy, kx, ky) | |
end | |
function Spritemap:add(name, frames, rate, loop) | |
self._animations[name] = { frames = frames, loop = loop, time = 1 / rate } | |
end | |
function Spritemap:play(name) | |
self._playing = name | |
end | |
function Spritemap:stop() | |
self._playing = nil | |
self._animIndex = 1 | |
self._timer = 0 | |
end |
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