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sprite.lua
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sprite.lua
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function DrawSprites()
for n=1, table.getn(GameSprites) do
spriteNum = math.floor(GameSprites[n].sprite.walkanim.currentTime / GameSprites[n].sprite.walkanim.duration * #GameSprites[n].sprite.walkanim.quads) + 1
if GameSprites[n].sprite.dir == RIGHT then
love.graphics.draw( GameSprites[n].sprite.walkanim.spriteSheet, GameSprites[n].sprite.walkanim.quads[spriteNum],
GameSprites[n].sprite.x * scale-16,
GameSprites[n].sprite.y * scale-16, 0, scale, scale)
elseif GameSprites[n].sprite.dir == LEFT then
love.graphics.draw( GameSprites[n].sprite.walkanim.spriteSheet, GameSprites[n].sprite.walkanim.quads[spriteNum],
GameSprites[n].sprite.x * scale-16+40,
GameSprites[n].sprite.y * scale-16, 0, -scale, scale)
elseif GameSprites[n].sprite.dir == UP and GameSprites[n].sprite.lookat==LEFT then
love.graphics.draw( GameSprites[n].sprite.walkanim.spriteSheet, GameSprites[n].sprite.walkanim.quads[spriteNum],
GameSprites[n].sprite.x * scale-16+40,
GameSprites[n].sprite.y * scale-16, 0, -scale, scale)
elseif GameSprites[n].sprite.dir == DOWN and GameSprites[n].sprite.lookat==LEFT then
love.graphics.draw( GameSprites[n].sprite.walkanim.spriteSheet, GameSprites[n].sprite.walkanim.quads[spriteNum],
GameSprites[n].sprite.x * scale-16+40,
GameSprites[n].sprite.y * scale-16, 0, -scale, scale)
elseif GameSprites[n].sprite.dir == UP and GameSprites[n].sprite.lookat==RIGHT then
love.graphics.draw( GameSprites[n].sprite.walkanim.spriteSheet, GameSprites[n].sprite.walkanim.quads[spriteNum],
GameSprites[n].sprite.x * scale-16,
GameSprites[n].sprite.y * scale-16, 0, scale, scale)
elseif GameSprites[n].sprite.dir == DOWN and GameSprites[n].sprite.lookat==RIGHT then
love.graphics.draw( GameSprites[n].sprite.walkanim.spriteSheet, GameSprites[n].sprite.walkanim.quads[spriteNum],
GameSprites[n].sprite.x * scale-16,
GameSprites[n].sprite.y * scale-16, 0, scale, scale)
elseif GameSprites[n].sprite.dir == STOP and GameSprites[n].sprite.lookat==LEFT then
love.graphics.draw( GameSprites[n].sprite.stopanim.spriteSheet, GameSprites[n].sprite.stopanim.quads[spriteNum],
GameSprites[n].sprite.x * scale-16+40,
GameSprites[n].sprite.y * scale-16, 0, -scale, scale)
else
love.graphics.draw( GameSprites[n].sprite.stopanim.spriteSheet, GameSprites[n].sprite.stopanim.quads[spriteNum],
GameSprites[n].sprite.x * scale-16,
GameSprites[n].sprite.y * scale-16, 0, scale, scale)
end -- if elseif else
end -- end of for
end -- end of DrawSprites()
function CreateSprite(id, x, y, dir, vel, tposx, tposy, nxtposx, nxtposy, lastdir, lookat)
table.insert(GameSprites, id,{ sprite = { x = x,
y = y,
dir = dir,
vel = vel,
tposx = tposx,
tposy = tposy,
nxtposx = nxtposx,
nxtposy = nxtposy,
lastdir = lastdir,
lookat = lookat }} )
end -- end of CreateSprite()
function MoveSprites()
for n=1, table.getn(GameSprites) do
if GameSprites[n].sprite.dir == UP then GameSprites[n].sprite.nxtposy = GameSprites[n].sprite.tposy - 1 end
if GameSprites[n].sprite.dir == DOWN then GameSprites[n].sprite.nxtposy = GameSprites[n].sprite.tposy + 1 end
if GameSprites[n].sprite.dir == RIGHT then GameSprites[n].sprite.nxtposx = GameSprites[n].sprite.tposx + 1 end
if GameSprites[n].sprite.dir == LEFT then GameSprites[n].sprite.nxtposx = GameSprites[n].sprite.tposx - 1 end
if GameSprites[n].sprite.tposx < GameSprites[n].sprite.nxtposx then
GameSprites[n].sprite.x = GameSprites[n].sprite.x + GameSprites[n].sprite.vel GameSprites[n].sprite.dir = RIGHT
elseif GameSprites[n].sprite.tposx > GameSprites[n].sprite.nxtposx then
GameSprites[n].sprite.x = GameSprites[n].sprite.x - GameSprites[n].sprite.vel GameSprites[n].sprite.dir = LEFT
elseif GameSprites[n].sprite.tposy < GameSprites[n].sprite.nxtposy then
GameSprites[n].sprite.y = GameSprites[n].sprite.y + GameSprites[n].sprite.vel GameSprites[n].sprite.dir = DOWN
elseif GameSprites[n].sprite.tposy > GameSprites[n].sprite.nxtposy then
GameSprites[n].sprite.y = GameSprites[n].sprite.y - GameSprites[n].sprite.vel GameSprites[n].sprite.dir = UP
elseif GameSprites[n].sprite.tposy == GameSprites[n].sprite.nxtposy and
GameSprites[n].sprite.tposx == GameSprites[n].sprite.nxtposx then
GameSprites[n].sprite.lastdir = GameSprites[n].sprite.dir
GameSprites[n].sprite.dir = STOP
end --else
end -- end of for
end -- end of MoveSprites()
function newAnimation(image, width, height, duration)
local animation = {}
animation.spriteSheet = image;
animation.quads = {};
for y = 0, image:getHeight() - height, height do
for x = 0, image:getWidth() - width, width do
table.insert(animation.quads, love.graphics.newQuad(x, y, width, height, image:getDimensions()))
end
end
animation.duration = duration or 1
animation.currentTime = 0
return animation
end
function UpdateSpritesFrames(dt)
for n=1, table.getn(GameSprites) do
GameSprites[n].sprite.walkanim.currentTime = GameSprites[n].sprite.walkanim.currentTime + dt
if GameSprites[n].sprite.walkanim.currentTime >= GameSprites[n].sprite.walkanim.duration then
GameSprites[n].sprite.walkanim.currentTime = GameSprites[n].sprite.walkanim.currentTime - GameSprites[n]. sprite.walkanim.duration
end -- if
end -- for
end -- end of UpdateSpriteFrames()
function UpdateSpritesPositions()
for n=1, table.getn(GameSprites) do
GameSprites[n].sprite.tposx = (40 * GameSprites[n].sprite.x) / 640
GameSprites[n].sprite.tposy = (22.5 * GameSprites[n].sprite.y) / 360
GameSprites[n].sprite.tposx = math.floor(GameSprites[n].sprite.x /16)+1
GameSprites[n].sprite.tposy = math.floor(GameSprites[n].sprite.y /16)+1
GameSprites[n].sprite.tablepos = (GameSprites[n].sprite.tposy - 1) * 40 + GameSprites[n].sprite.tposx
if n == PLAYER1 and Level1[GameSprites[n].sprite.tablepos] ~= 1 then Level1[GameSprites[n].sprite.tablepos] = 2 end
if n == PLAYER2 and Level1[GameSprites[n].sprite.tablepos] ~= 1 then Level1[GameSprites[n].sprite.tablepos] = 0 end
end -- for
end -- end of UpdateSpritePositions()