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movieclip.lua
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movieclip.lua
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--
-- Abstract: animated sprite or "movieclip" library
-- This library assembles animation sequences from individual image files. For more advanced
-- texture memory handling, see the "sprite sheet" feature in Corona Game Edition.
--
-- Version: 2.1
--
-- Copyright (C) 2010 ANSCA Inc. All Rights Reserved.
--
-- Permission is hereby granted, free of charge, to any person obtaining a copy of
-- this software and associated documentation files (the "Software"), to deal in the
-- Software without restriction, including without limitation the rights to use, copy,
-- modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,
-- and to permit persons to whom the Software is furnished to do so, subject to the
-- following conditions:
--
-- The above copyright notice and this permission notice shall be included in all copies
-- or substantial portions of the Software.
--
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
-- INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
-- PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
-- FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
-- OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
-- DEALINGS IN THE SOFTWARE.
-- movieclip.lua (a convenience library for assembling animated sprites from separate images)
module(..., package.seeall)
function newAnim (imageTable)
-- Set up graphics
local g = display.newGroup()
local animFrames = {}
local animLabels = {}
local limitX, limitY, transpose
local i = 1
while imageTable[i] do
animFrames[i] = display.newImage(imageTable[i]);
g:insert(animFrames[i], true)
animLabels[i] = i -- default frame label is frame number
animFrames[i].isVisible = false
i = i + 1
end
-- show first frame by default
animFrames[1].isVisible = true
-------------------------
-- Define private methods
local currentFrame = 1
local totalFrames = #animFrames
local startFrame = 1
local endFrame = #animFrames
local loop = 0
local loopCount = 0
local remove = false
local dragBounds = nil
local dragLeft, dragTop, dragWidth, dragHeight
-- flag to distinguish initial default case (where no sequence parameters are submitted)
local inSequence = false
local function resetDefaults()
currentFrame = 1
startFrame = 1
endFrame = #animFrames
loop = 0
loopCount = 0
remove = false
end
local function resetReverseDefaults()
currentFrame = #animFrames
startFrame = #animFrames
endFrame = 1
loop = 0
loopCount = 0
remove = false
end
local function nextFrame( self, event )
animFrames[currentFrame].isVisible = false
currentFrame = currentFrame + 1
if (currentFrame == endFrame + 1) then
if (loop > 0) then
loopCount = loopCount + 1
if (loopCount == loop) then
-- stop looping
currentFrame = currentFrame - 1
animFrames[currentFrame].isVisible = true
Runtime:removeEventListener( "enterFrame", self )
if (remove) then
-- delete self (only gets garbage collected if there are no other references)
if self.removeSelf then
self:removeSelf()
end
end
else
currentFrame = startFrame
animFrames[currentFrame].isVisible = true
end
else
currentFrame = startFrame
animFrames[currentFrame].isVisible = true
end
elseif (currentFrame > #animFrames) then
currentFrame = 1
animFrames[currentFrame].isVisible = true
else
animFrames[currentFrame].isVisible = true
end
end
local function prevFrame( self, event )
animFrames[currentFrame].isVisible = false
currentFrame = currentFrame - 1
if (currentFrame == endFrame - 1) then
if (loop > 0) then
loopCount = loopCount + 1
if (loopCount == loop) then
-- stop looping
currentFrame = currentFrame + 1
animFrames[currentFrame].isVisible = true
Runtime:removeEventListener( "enterFrame", self )
if (remove) then
-- delete self
self.parent:remove(self)
end
else
currentFrame = startFrame
animFrames[currentFrame].isVisible = true
end
else
currentFrame = startFrame
animFrames[currentFrame].isVisible = true
end
elseif (currentFrame < 1) then
currentFrame = #animFrames
animFrames[currentFrame].isVisible = true
else
animFrames[currentFrame].isVisible = true
end
end
local function dragMe(self, event)
local onPress = self._onPress
local onDrag = self._onDrag
local onRelease = self._onRelease
if event.phase == "began" then
display.getCurrentStage():setFocus( self )
g._startX = event.x - g.x
g._startY = event.y - g.y
if onPress then
result = onPress( event )
end
elseif event.phase == "moved" then
if transpose == true then
-- Note: "transpose" is deprecated now that Corona supports native landscape mode
-- dragBounds is omitted in transposed mode, but feel free to implement it
if limitX ~= true then
g.x = g._startX - (event.yStart - event.y)
end
if limitY ~= true then
g.y = g._startY + (event.xStart - event.x)
end
else
if limitX ~= true then
g.x = event.x - g._startX
if (dragBounds) then
if (g.x < dragLeft) then g.x = dragLeft end
if (g.x > dragLeft + dragWidth) then g.x = dragLeft + dragWidth end
end
end
if limitY ~= true then
g.y = event.y - g._startY
if (dragBounds) then
if (g.y < dragTop) then g.y = dragTop end
if (g.y > dragTop + dragHeight) then g.y = dragTop + dragHeight end
end
end
print("g" , g.x, g.y, event.x, event.y)
end
if onDrag then
result = onDrag( event )
end
elseif event.phase == "ended" then
display.getCurrentStage():setFocus( nil )
if onRelease then
result = onRelease( event )
end
end
-- stop touch from falling through to objects underneath
return true
end
------------------------
-- Define public methods
function g:enterFrame( event )
self:repeatFunction( event )
end
function g:play( params )
Runtime:removeEventListener( "enterFrame", self )
if ( params ) then
-- if any parameters are submitted, assume this is a new sequence and reset all default values
animFrames[currentFrame].isVisible = false
resetDefaults()
inSequence = true
-- apply optional parameters (with some boundary and type checking)
if ( params.startFrame and type(params.startFrame) == "number" ) then startFrame=params.startFrame end
if ( startFrame > #animFrames or startFrame < 1 ) then startFrame = 1 end
if ( params.endFrame and type(params.endFrame) == "number" ) then endFrame=params.endFrame end
if ( endFrame > #animFrames or endFrame < 1 ) then endFrame = #animFrames end
if ( params.loop and type(params.loop) == "number" ) then loop=params.loop end
if ( loop < 0 ) then loop = 0 end
if ( params.remove and type(params.remove) == "boolean" ) then remove=params.remove end
loopCount = 0
else
if (not inSequence) then
-- use default values
startFrame = 1
endFrame = #animFrames
loop = 0
loopCount = 0
remove = false
end
end
currentFrame = startFrame
animFrames[startFrame].isVisible = true
self.repeatFunction = nextFrame
Runtime:addEventListener( "enterFrame", self )
end
function g:reverse( params )
Runtime:removeEventListener( "enterFrame", self )
if ( params ) then
-- if any parameters are submitted, assume this is a new sequence and reset all default values
animFrames[currentFrame].isVisible = false
resetReverseDefaults()
inSequence = true
-- apply optional parameters (with some boundary and type checking)
if ( params.startFrame and type(params.startFrame) == "number" ) then startFrame=params.startFrame end
if ( startFrame > #animFrames or startFrame < 1 ) then startFrame = #animFrames end
if ( params.endFrame and type(params.endFrame) == "number" ) then endFrame=params.endFrame end
if ( endFrame > #animFrames or endFrame < 1 ) then endFrame = 1 end
if ( params.loop and type(params.loop) == "number" ) then loop=params.loop end
if ( loop < 0 ) then loop = 0 end
if ( params.remove and type(params.remove) == "boolean" ) then remove=params.remove end
else
if (not inSequence) then
-- use default values
startFrame = #animFrames
endFrame = 1
loop = 0
loopCount = 0
remove = false
end
end
currentFrame = startFrame
animFrames[startFrame].isVisible = true
self.repeatFunction = prevFrame
Runtime:addEventListener( "enterFrame", self )
end
function g:nextFrame()
-- stop current sequence, if any, and reset to defaults
Runtime:removeEventListener( "enterFrame", self )
inSequence = false
animFrames[currentFrame].isVisible = false
currentFrame = currentFrame + 1
if ( currentFrame > #animFrames ) then
currentFrame = 1
end
animFrames[currentFrame].isVisible = true
end
function g:previousFrame()
-- stop current sequence, if any, and reset to defaults
Runtime:removeEventListener( "enterFrame", self )
inSequence = false
animFrames[currentFrame].isVisible = false
currentFrame = currentFrame - 1
if ( currentFrame < 1 ) then
currentFrame = #animFrames
end
animFrames[currentFrame].isVisible = true
end
function g:currentFrame()
return currentFrame
end
function g:totalFrames()
return totalFrames
end
function g:stop()
Runtime:removeEventListener( "enterFrame", self )
end
function g:stopAtFrame(label)
-- This works for either numerical indices or optional text labels
if (type(label) == "number") then
Runtime:removeEventListener( "enterFrame", self )
animFrames[currentFrame].isVisible = false
currentFrame = label
animFrames[currentFrame].isVisible = true
elseif (type(label) == "string") then
for k, v in next, animLabels do
if (v == label) then
Runtime:removeEventListener( "enterFrame", self )
animFrames[currentFrame].isVisible = false
currentFrame = k
animFrames[currentFrame].isVisible = true
end
end
end
end
function g:playAtFrame(label)
-- This works for either numerical indices or optional text labels
if (type(label) == "number") then
Runtime:removeEventListener( "enterFrame", self )
animFrames[currentFrame].isVisible = false
currentFrame = label
animFrames[currentFrame].isVisible = true
elseif (type(label) == "string") then
for k, v in next, animLabels do
if (v == label) then
Runtime:removeEventListener( "enterFrame", self )
animFrames[currentFrame].isVisible = false
currentFrame = k
animFrames[currentFrame].isVisible = true
end
end
end
self.repeatFunction = nextFrame
Runtime:addEventListener( "enterFrame", self )
end
function g:setDrag( params )
if ( params ) then
if params.drag == true then
limitX = (params.limitX == true)
limitY = (params.limitY == true)
transpose = (params.transpose == true)
dragBounds = nil
if ( params.onPress and ( type(params.onPress) == "function" ) ) then
g._onPress = params.onPress
end
if ( params.onDrag and ( type(params.onDrag) == "function" ) ) then
g._onDrag = params.onDrag
end
if ( params.onRelease and ( type(params.onRelease) == "function" ) ) then
g._onRelease = params.onRelease
end
if ( params.bounds and ( type(params.bounds) == "table" ) ) then
dragBounds = params.bounds
dragLeft = dragBounds[1]
dragTop = dragBounds[2]
dragWidth = dragBounds[3]
dragHeight = dragBounds[4]
end
g.touch = dragMe
g:addEventListener( "touch", g )
else
g:removeEventListener( "touch", g )
dragBounds = nil
end
end
end
-- Optional function to assign text labels to frames
function g:setLabels(labelTable)
for k, v in next, labelTable do
if (type(k) == "string") then
animLabels[v] = k
end
end
end
-- Return instance of anim
return g
end