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character.lua
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character.lua
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-- Package: character
-- This package contains the Character table used for the player character, friend and other NPCs
require "animation"
require "spriteSheet"
require "gameObject"
local P = {}
character = P
-- Imports
local print = print
local love = love
local gameObject = gameObject
local setmetatable = setmetatable
setfenv(1, P)
-- Constants
speechImage = love.graphics.newImage("resources/images/speech.png")
shoutImage = love.graphics.newImage("resources/images/shout.png")
heartImage = love.graphics.newImage("resources/images/heart.png")
bubbleTimerMax = 1.5
scale = 2
-- Character inherits from GameObject
Character = gameObject.GameObject:new()
function Character:new(xPos, yPos, width, height, speed, animations, frames, image)
local o = {xPos = xPos, yPos = yPos, width = width, height = height, speed = speed, animations = animations, frames = frames, image = image}
setmetatable(o, self)
self.__index = self
-- Initial position can be used when resetting characters
o.initialX = o.xPos
o.initialY = o.yPos
o.bubbleTimer = 0
o.bubbleVisible = false
o.currentAnimation = "standing"
return o
end
-- Resets the character
function Character:reset()
self.xPos = self.initialX
self.yPos = self.initialY
self.bubbleVisible = false
self.bubbleTimer = 0
end
-- Updates character logic
function Character:update(dt)
if not self.bubbleVisible then
return
end
if self.bubbleTimer < bubbleTimerMax then
self.bubbleTimer = self.bubbleTimer + dt
else
self.bubbleVisible = false
self.bubbleTimer = 0
end
end
-- Sets a new animation for the character
function Character:setAnimation(animation)
if(animation == self.currentAnimation) then
return
end
self.currentAnimation = animation
self.animations[animation]:reset()
end
-- Draws the character
function Character:draw()
-- Draws the current frame
love.graphics.draw(self.image, self.frames[self.animations[self.currentAnimation].currentFrame], self.xPos, self.yPos, 0, scale, scale)
-- Draws the speech bubble if one is visible
if self.bubbleVisible then
love.graphics.draw(self.bubbleImage, self.xPos - self.bubbleImage:getWidth() * 0.7, self.yPos - self.bubbleImage:getHeight())
end
end
-- Shows the specified type of speech bubble above the character
function Character:showBubble(bubbleType)
if bubbleType == "speech" then
self.bubbleImage = speechImage
elseif bubbleType == "shout" then
self.bubbleImage = shoutImage
else
self.bubbleImage = heartImage
end
self.bubbleTimer = 0
self.bubbleVisible = true
end