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spriteFrame.lua
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spriteFrame.lua
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-- Class.lua (https://github.com/jonstoler/class.lua)
Class = {}
-- default (empty) constructor
function Class:init(...) end
-- create a subclass
function Class:extend(obj)
local obj = obj or {}
local function copyTable(table, destination)
local table = table or {}
local result = destination or {}
for k, v in pairs(table) do
if not result[k] then
if type(v) == "table" and k ~= "__index" and k ~= "__newindex" then
result[k] = copyTable(v)
else
result[k] = v
end
end
end
return result
end
copyTable(self, obj)
obj._ = obj._ or {}
local mt = {}
-- create new objects directly, like o = Object()
mt.__call = function(self, ...)
return self:new(...)
end
-- allow for getters and setters
mt.__index = function(table, key)
local val = rawget(table._, key)
if val and type(val) == "table" and (val.get ~= nil or val.value ~= nil) then
if val.get then
if type(val.get) == "function" then
return val.get(table, val.value)
else
return val.get
end
elseif val.value then
return val.value
end
else
return val
end
end
mt.__newindex = function(table, key, value)
local val = rawget(table._, key)
if val and type(val) == "table" and ((val.set ~= nil and val._ == nil) or val.value ~= nil) then
local v = value
if val.set then
if type(val.set) == "function" then
v = val.set(table, value, val.value)
else
v = val.set
end
end
val.value = v
if val and val.afterSet then val.afterSet(table, v) end
else
table._[key] = value
end
end
setmetatable(obj, mt)
return obj
end
-- set properties outside the constructor or other functions
function Class:set(prop, value)
if not value and type(prop) == "table" then
for k, v in pairs(prop) do
rawset(self._, k, v)
end
else
rawset(self._, prop, value)
end
end
-- create an instance of an object with constructor parameters
function Class:new(...)
local obj = self:extend({})
if obj.init then obj:init(...) end
return obj
end
function class(attr)
attr = attr or {}
return Class:extend(attr)
end
-- Spriteframe code
SpriteFrame = {}
SpriteFrame.sprites = {
}
SpriteFrame.texts = {
}
function SpriteFrame.create()
Object = class()
Object:set{
x = 0,
y = 0,
rX = 0,
rY = 0,
name = "",
alpha = 1,
}
Sprite = Object:extend()
Sprite:set{
width = 0,
height = 0,
angle = 0,
spritesheet = false,
--[[
Structure:
startFrame
endFrame
]]--
sheetAnims = {},
sparrow = false,
curAnim = "",
frame = 0,
loop = false,
fps = 0,
playing = false,
scale = 1
}
Text = Sprite:extend()
Text:set{
font = "",
size = 0,
text = {
value = "",
set = function(self, n, o)
setText(self.name, n)
return n
end
}
}
function Text:free()
local index = 0
for i = 1, #SpriteFrame.texts do
if SpriteFrame.texts[i].name == self.name then
index = i
end
end
if index ~= 0 then
table.remove(SpriteFrame.texts, index)
end
end
function Text:init(name, font, initialText, size, x, y)
createText(name, font, initialText, size, x, y)
self.name = name
self.x = x
self.y = y
self.size = size
self.font = font
table.insert(SpriteFrame.texts, self)
end
function Sprite:init(name, path, x, y)
createSprite(path, name, x, y)
self.name = name
self.x = x
self.y = y
self.rX = x
self.rY = y
self.width = getSpriteWidth(name)
self.height = getSpriteHeight(name)
table.insert(SpriteFrame.sprites, self)
end
function Sprite:playAnim(anim)
self.curAnim = anim
self.frame = 0
self.playing = true
if self.sparrow then
setSpriteProperty(self.name, "anim", anim)
else
setSpriteProperty(self.name, "anim", "anim")
end
end
function Sprite:setSparrow(xml)
if xml == nil then
self.sparrow = false
return
end
self.sparrow = true
self.spritesheet = false
setSpriteProperty(self.name, "sparrow", tostring(xml))
setSpriteProperty(self.name, "loop", tostring(self.loop))
setSpriteProperty(self.name, "fps", tostring(self.fps))
end
function Sprite:setSheet(frameWidth)
self.sparrow = false
self.spritesheet = true
setSpriteProperty(self.name, "sheet", tostring(frameWidth))
setSpriteProperty(self.name, "loop", tostring(self.loop))
setSpriteProperty(self.name, "fps", tostring(self.fps))
end
consolePrint("SpriteFrame Loaded! Created by Kade :)")
end
function SpriteFrame.update()
for index, s in ipairs(SpriteFrame.sprites) do
local x = s.x - s.rX
setSpriteMod(s.name, 'movex', s.x - s.rX)
setSpriteMod(s.name, 'movey', s.y - s.rY)
setSpriteMod(s.name, 'stealth', math.abs(1 - s.alpha))
setSpriteMod(s.name, 'confusion', s.angle)
setSpriteMod(s.name, 'mini', s.scale)
local animated = s.sparrow or s.spritesheet
if animated then
if s.playing then
s.frame = getSpriteFrame(s.name)
end
if getSpriteFinished(s.name) then
s.playing = false
end
if s.spritesheet and #s.sheetAnims > 0 then
local anim = s.sheetAnims[s.curAnim]
local s = anim[1]
local e = anim[2]
setSpriteProperty(s.name, "rangeMin", s)
setSpriteProperty(s.name, "rangeMax", e)
end
end
end
for index, t in ipairs(SpriteFrame.texts) do
setTextPos(t.name, t.x, t.y)
end
end