commit 227b231992f98a6800823f4613e0576152879d31 Author: Jaidyn Ann Date: Fri Sep 18 23:10:01 2020 -0500 Init diff --git a/COPYING-ASSETS.txt b/COPYING-ASSETS.txt new file mode 100644 index 0000000..fe52e06 --- /dev/null +++ b/COPYING-ASSETS.txt @@ -0,0 +1,7 @@ +All art assets are licensed under Free Culture licenses that allow +(commercial) redistribution, modification, etc. + +They are mostly under Creative Commons licenses, or the Public Domain. + +Each asset (under the "assets" directory) has a corresponding text-file with +the author, the source URL, and licensing information. diff --git a/COPYING.txt b/COPYING.txt new file mode 100644 index 0000000..f288702 --- /dev/null +++ b/COPYING.txt @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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If not, see . + +Also add information on how to contact you by electronic and paper mail. + + If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + + Copyright (C) + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. diff --git a/Makefile b/Makefile new file mode 100644 index 0000000..8817a5f --- /dev/null +++ b/Makefile @@ -0,0 +1,11 @@ +love: + zip -9r bats\&pray.love ./* + +test: love + love bats\&pray.love + +clean: + rm bats\&pray.love + +all: love + diff --git a/README.txt b/README.txt new file mode 100644 index 0000000..7bb0816 --- /dev/null +++ b/README.txt @@ -0,0 +1,6 @@ +Game made for Open Jam 2020. + +Tools used: + LOVE2D (engine; ZLIB license) + +Not much yet. diff --git a/art/bg/sky.0.png b/art/bg/sky.0.png new file mode 100644 index 0000000..e6fc1b2 Binary files /dev/null and b/art/bg/sky.0.png differ diff --git a/art/bg/sky.png b/art/bg/sky.png new file mode 100644 index 0000000..10c440b Binary files /dev/null and b/art/bg/sky.png differ diff --git a/art/bg/sky.txt b/art/bg/sky.txt new file mode 100644 index 0000000..ecdd1ce --- /dev/null +++ b/art/bg/sky.txt @@ -0,0 +1,3 @@ +Author: Jetrel +Source: https://opengameart.org/content/castle-platformer +License: CC0 diff --git a/art/font/alagard.ttf b/art/font/alagard.ttf new file mode 100644 index 0000000..c7ed1d9 Binary files /dev/null and b/art/font/alagard.ttf differ diff --git a/art/font/alagard.txt b/art/font/alagard.txt new file mode 100644 index 0000000..42487c0 --- /dev/null +++ b/art/font/alagard.txt @@ -0,0 +1,3 @@ +Author: Pix3M +Source: https://opengameart.org/content/pixel-fonts-by-pix3m +License: CC-BY 3.0 diff --git a/art/font/romulus.ttf b/art/font/romulus.ttf new file mode 100644 index 0000000..667fd0a Binary files /dev/null and b/art/font/romulus.ttf differ diff --git a/art/font/romulus.txt b/art/font/romulus.txt new file mode 100644 index 0000000..42487c0 --- /dev/null +++ b/art/font/romulus.txt @@ -0,0 +1,3 @@ +Author: Pix3M +Source: https://opengameart.org/content/pixel-fonts-by-pix3m +License: CC-BY 3.0 diff --git a/art/sprites/bat.png b/art/sprites/bat.png new file mode 100644 index 0000000..d263656 Binary files /dev/null and b/art/sprites/bat.png differ diff --git a/art/sprites/bat.txt b/art/sprites/bat.txt new file mode 100644 index 0000000..80c0d45 --- /dev/null +++ b/art/sprites/bat.txt @@ -0,0 +1,3 @@ +Author: MoikMellah +Source: https://opengameart.org/content/bat-32x32 +License: CC0 diff --git a/art/sprites/bird.png b/art/sprites/bird.png new file mode 100644 index 0000000..556910b Binary files /dev/null and b/art/sprites/bird.png differ diff --git a/art/sprites/bird.txt b/art/sprites/bird.txt new file mode 100644 index 0000000..a511dbb --- /dev/null +++ b/art/sprites/bird.txt @@ -0,0 +1,3 @@ +Author: MoikMellah +Source: https://opengameart.org/content/animated-birds-32x32 +License: CC0 diff --git a/art/sprites/dad b/art/sprites/dad new file mode 100644 index 0000000..5a51fe5 Binary files /dev/null and b/art/sprites/dad differ diff --git a/art/sprites/dad-1.png b/art/sprites/dad-1.png new file mode 100644 index 0000000..0d81a3b Binary files /dev/null and b/art/sprites/dad-1.png differ diff --git a/art/sprites/dad-2.png b/art/sprites/dad-2.png new file mode 100644 index 0000000..b83b035 Binary files /dev/null and b/art/sprites/dad-2.png differ diff --git a/art/sprites/dad-3.png b/art/sprites/dad-3.png new file mode 100644 index 0000000..4d54447 Binary files /dev/null and b/art/sprites/dad-3.png differ diff --git a/art/sprites/raven.png b/art/sprites/raven.png new file mode 100644 index 0000000..13d263c Binary files /dev/null and b/art/sprites/raven.png differ diff --git a/art/sprites/raven.txt b/art/sprites/raven.txt new file mode 100644 index 0000000..d51d12a --- /dev/null +++ b/art/sprites/raven.txt @@ -0,0 +1,3 @@ +Author: Revangale +Source: https://opengameart.org/content/owl-and-raven-sprites +License: CC-BY-SA 3.0 diff --git a/art/sprites/winter_birds.png b/art/sprites/winter_birds.png new file mode 100644 index 0000000..ff81c26 Binary files /dev/null and b/art/sprites/winter_birds.png differ diff --git a/art/sprites/winter_birds.txt b/art/sprites/winter_birds.txt new file mode 100644 index 0000000..46c41b0 --- /dev/null +++ b/art/sprites/winter_birds.txt @@ -0,0 +1,3 @@ +Author: Refuzzle +Source: https://opengameart.org/content/winter-birds +License: CC0 diff --git a/doc/rules.txt b/doc/rules.txt new file mode 100644 index 0000000..f0e9637 --- /dev/null +++ b/doc/rules.txt @@ -0,0 +1,28 @@ +RULES: Joust-style +---------------------------------------- + +If a flier lands ON TOP of another, the lower flier is KILLED. +If fliers run into each other HEAD-ON, they BOUNCE away from each other. + +A flier can DASH to KILL another from ANY direction, but if they miss, they become DAZED. + +A flier can SWIPE to KILL another flier HEAD-ON. + +A flier can BLOCK both SWIPES and DASHES, and the attacker becomes DAZED. + +A DAZED flier cannot BLOCK NOR DASH, and can be KILLED from ANY direction + +Block has a cooldown; dashing's cooldown is daze; swipe has virtually no cooldown. + + +CONTROLS: Joust-ish +---------------------------------------- +(LEFT) point/walk left +(RIGHT) point/walk right +(UP) point up +(DOWN) point down + +(A) flap wings +(B) dash where pointed +(C) block where pointed +(D) swipe diff --git a/lib/animx/Examples/Actor from XML/alienPink.png b/lib/animx/Examples/Actor from XML/alienPink.png new file mode 100644 index 0000000..b0742aa Binary files /dev/null and b/lib/animx/Examples/Actor from XML/alienPink.png differ diff --git a/lib/animx/Examples/Actor from XML/alienPink.xml b/lib/animx/Examples/Actor from XML/alienPink.xml new file mode 100644 index 0000000..278d4c5 --- /dev/null +++ b/lib/animx/Examples/Actor from XML/alienPink.xml @@ -0,0 +1,14 @@ + + + + + + + + + + + + + + diff --git a/lib/animx/Examples/Actor from XML/main.lua b/lib/animx/Examples/Actor from XML/main.lua new file mode 100644 index 0000000..83f130f --- /dev/null +++ b/lib/animx/Examples/Actor from XML/main.lua @@ -0,0 +1,8 @@ +animx=require 'animx' + +alien=animx.newActor('alienPink.png') +:switch('swim'):getAnimation():loop():setDelay(.4) + +function love.draw() + alien:draw(400,300,0,1,1,alien:getWidth()/2,alien:getHeight()/2) +end \ No newline at end of file diff --git a/lib/animx/Examples/Adding Delays to individual frames/character.png b/lib/animx/Examples/Adding Delays to individual frames/character.png new file mode 100644 index 0000000..718e39b Binary files /dev/null and b/lib/animx/Examples/Adding Delays to individual frames/character.png differ diff --git a/lib/animx/Examples/Adding Delays to individual frames/main.lua b/lib/animx/Examples/Adding Delays to individual frames/main.lua new file mode 100644 index 0000000..37912ab --- /dev/null +++ b/lib/animx/Examples/Adding Delays to individual frames/main.lua @@ -0,0 +1,17 @@ +animx=require 'animx' + +charAnim=animx.newAnimation{ + img='character.png', + style='rough', + noOfFrames=2, +}:loop() + +charAnim:setDelay(1,2) --the eye must be open for 2 seconds +charAnim:setDelay(2,.1) --the eye must be closed for .1 second + +function love.draw() + charAnim:render(400,600,0,3,3,charAnim:getWidth()/2,charAnim:getHeight()) +end + +--[[LEGAL NOTE: Pokemon is the copyright of Nintendo and all that! I have no right over this sprite nor do you. I used it because it was the only suitable image i found at the moment. (The internet shows you copyrighted stuff first) Please someone make a PR and replace this with a CC0 image!! +]] diff --git a/lib/animx/Examples/Animation from XML/atlas.png b/lib/animx/Examples/Animation from XML/atlas.png new file mode 100644 index 0000000..959b85e Binary files /dev/null and b/lib/animx/Examples/Animation from XML/atlas.png differ diff --git a/lib/animx/Examples/Animation from XML/atlas.xml b/lib/animx/Examples/Animation from XML/atlas.xml new file mode 100644 index 0000000..0f117f4 --- /dev/null +++ b/lib/animx/Examples/Animation from XML/atlas.xml @@ -0,0 +1,14 @@ + + + + + + + + + + + + + + we could create right as mirror of left! but for now let it be! + ['up']=up, + }:switch('down') + SPEED=200 + characterX,characterY=400-16,300-16 +end + +function love.update(dt) + animx.update(dt) + if love.keyboard.isDown('down') or love.keyboard.isDown('up') then + character:switch(love.keyboard.isDown('down') and 'down' or 'up') + characterY=characterY+SPEED*dt*(love.keyboard.isDown('down') and 1 or -1) + elseif love.keyboard.isDown('left') or love.keyboard.isDown('right') then + character:switch(love.keyboard.isDown('right') and 'right' or 'left') + characterX=characterX+SPEED*dt*(love.keyboard.isDown('right') and 1 or -1) + else + character:getAnimation():setFrame(2) --turns out 2 is the idle frame for all anim!!! + character:stopAnimation() + end +end + +function love.draw() + character:draw(characterX,characterY,0,5,5,16,16) +end + +--[[ + In some cases the animation won't render (try pressing an arrow key twice)! + This is the problem of real-time events not animX + I am sure the user will come up with a solution!! + (Please make a PR in that case :>) +]] \ No newline at end of file diff --git a/lib/animx/Examples/Side Scroller/main.lua b/lib/animx/Examples/Side Scroller/main.lua new file mode 100644 index 0000000..049f529 --- /dev/null +++ b/lib/animx/Examples/Side Scroller/main.lua @@ -0,0 +1,21 @@ +animx=require 'animx' + +samurai=animx.newActor('res/spritesheet.png'):loopAll() + +samurai:getAnimation('dying'):bounce(-1) +samurai:getAnimation('jumping'):setDelay(.5) + +love.graphics.setNewFont(30) +function love.draw() + samurai:draw(400,300,0,1,1,samurai:getWidth()/2,samurai:getHeight()/2) + love.graphics.printf('-> '..samurai:getState():upper(),0,440,800,'center') +end + +--Get all the states of samurai ('idle','blinking',etc) as a table +local states,marker=samurai:getStates(),1 +samurai:switch(states[1]) + +function love.keypressed(key) + marker=(marker+1)>#states and 1 or (marker+1) + samurai:switch(states[marker]) +end \ No newline at end of file diff --git a/lib/animx/Examples/Side Scroller/main2.lua b/lib/animx/Examples/Side Scroller/main2.lua new file mode 100644 index 0000000..ccca249 --- /dev/null +++ b/lib/animx/Examples/Side Scroller/main2.lua @@ -0,0 +1,67 @@ +animx=require 'animx' + +img=love.graphics.newImage('spritesheet.png') + +samurai=animx.newActor(): + addAnimation('attack',{ + img=img, + tileHeight=275, + nq=8 + }):addAnimation('blinking',{ + img=img, + tileHeight=275, + y=275, + nq=8 + }): + addAnimation('die',{ + img=img, + tileHeight=275, + y=2*275, + nq=8 + }): + addAnimation('hurt',{ + img=img, + tileHeight=275, + y=3*275, + nq=8 + }): + addAnimation('standing',{ + img=img, + tileHeight=275, + y=4*275, + nq=8 + }): + addAnimation('jumping',{ + img=img, + tileWidth=332, --in this case we must give tileWidth + tileHeight=275, + y=5*275, + nq=2 + }): + addAnimation('walking',{ + img=img, + tileHeight=275, + y=6*275, + nq=8 + }): + loopAll() + +samurai:exportToXML('spritesheet.xml') + +love.graphics.setNewFont(30) +function love.draw() + samurai:draw(400,300,0,1,1,samurai:getWidth()/2,samurai:getHeight()/2) + love.graphics.printf('-> '..samurai:getState():upper(),0,440,800,'center') +end + +--Get all the states of samurai ('idle','blinking',etc) as a table +local states=samurai:getStates() +local marker=1 +samurai:switch(states[1]) + +function love.keypressed(key) + if key=='space' then + marker=(marker+1)>#states and 1 or (marker+1) + samurai:switch(states[marker]) + end +end \ No newline at end of file diff --git a/lib/animx/Examples/Side Scroller/res/spritesheet.png b/lib/animx/Examples/Side Scroller/res/spritesheet.png new file mode 100644 index 0000000..8a67060 Binary files /dev/null and b/lib/animx/Examples/Side Scroller/res/spritesheet.png differ diff --git a/lib/animx/Examples/Side Scroller/res/spritesheet.xml b/lib/animx/Examples/Side Scroller/res/spritesheet.xml new file mode 100644 index 0000000..78b3e4d --- /dev/null +++ b/lib/animx/Examples/Side Scroller/res/spritesheet.xml @@ -0,0 +1,52 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/lib/animx/Examples/Working with TileSource/glitch_asset.png b/lib/animx/Examples/Working with TileSource/glitch_asset.png new file mode 100644 index 0000000..c397557 Binary files /dev/null and b/lib/animx/Examples/Working with TileSource/glitch_asset.png differ diff --git a/lib/animx/Examples/Working with TileSource/main.lua b/lib/animx/Examples/Working with TileSource/main.lua new file mode 100644 index 0000000..d8e260a --- /dev/null +++ b/lib/animx/Examples/Working with TileSource/main.lua @@ -0,0 +1,16 @@ +animx=require 'animx' + +anim=animx.newAnimation{ + img='glitch_asset.png', + spritesPerRow=7, + tileHeight=154, --I knew it'd be somewhere near 640/4! + numberOfQuads=20 --try removing this! +}:reverse() --reverse loop +--[[ + Note that If we don't give the tileHeight then it'd be + defaulted to image-height which we of-course don't want!! +]] + +function love.draw() + anim:draw(400,300,0,3,3,108/2,160/2) +end \ No newline at end of file diff --git a/lib/animx/ReadMe.md b/lib/animx/ReadMe.md new file mode 100644 index 0000000..ac7d4f2 --- /dev/null +++ b/lib/animx/ReadMe.md @@ -0,0 +1,109 @@ +# animX + +*Animation in Love2d has never been so easy!!* Now I hate to look like a soap salesman... but animX has [all the features](#features-of-animx) you'd expect from an animation library plus some extra features of its own! I suggest you head over to [A quick walkthrough](#a-quick-walkthrough) if you are short on time! + +## What animX is about? + +animX is all about handling animations in a manner that makes your code much more declarative, much more readable, and much more shorter. + +## Features of animX: +------------------------- + +- Has special Animation instances with animation modes like `loop`, `bounce`, `rewind`, etc! +- Supports different delays for individual frames just like Bart's library but without consuming too much memory +- Allows loading animations and animation instances from a metafile +- Has special Animated Sprites aka *Actors* to handle animations (execution, transitions, etc) by their name +- Allows loading group of animations and all animations for an *actor* from a metafile +- Supports callback functions like `onSwitch`, `onFrameChange`,`onAnimOver`,`onCycleOver`,etc just like [Walt](https://github.com/davisdude/Walt) +- Allows creating animation from single as well as multiple images (for *Actors* I mean) +- Has a very comfortable animation extraction system supporting numerous algorithms **\*** +- After extracting animations you can export them to XML (again as a single entity or as group of animations) +- Also supports animation's source styles like `rough`, `smooth` (just like Katsudo) +- Has a number of aliases to make you feel it's *your* library and *you* wrote it! + +> **\*** In case you don't have metafiles to work with! + +------------------------------------------ +**Note:** For metafile, only XML data-format is supported (as of now). But I'll be happy to write for JSON (and other formats) if some-one really wants me to! + + +## A Quick Walkthrough + +Working with symmetric spritesheets is a *hell* lot easier with animX. Let's say we have this spritesheet:- +

+
+

+ +There are 6 sprites per row and a total of 24 images!! So you do just this:- + +```lua +anim=animx.newAnimation{ + img='glitch_crab.png', --url/reference to the image + spritesPerRow=6, + noOfFrames=24 +}:loop() +``` +And that's it! You loaded 24 quads in just four lines! (The last line only loops the animation which ofcourse is not necessary!) + +> But what about huge non-symmetric spritesheets? + +Let's say we have this spritesheet by Kenney and we want to animate this in Love2D (Note this spritesheet is unsymmetric with alternating width and height for each frame) + +

+
+

+ +No probs. As long as you have an generic [XML metafile](Examples/Importing%20Animation%20from%20XML%20to%20Actor/walk_sheet.xml) describing the animation - this is a walk in the park - atleast with animX by your side:- + +```lua +animx=require 'animx' + +alien=animx.newAnimation('res/spritesheet.png') +--Note res/spritesheet.xml must be present!! + +function love.draw() + alien:draw() +end +``` + +But that was only for walking. What about jumping, swimming and all of these? Should one rely on multiple XML files for that? **No** To solve this problem animX has special *actors* which are nothing but animation holders and make switching between animations a lot easier + +So to increase the bar let's say we have this image here with this difficult to parse [XML file](Examples/Side%20Scroller/res/spritesheet.xml) by the same name: + +

+
+

+ +Since this image is symmetric we don't even need the metafile as demonstrated in [this example](Examples/Side%20Scroller/main2.lua) but since it's a good idea to keep data away from code here's how we do it with animX:- + +```lua +animx=require 'animx' + +samurai=animx.newActor('res/spritesheet.png'):switch('running') + +function love.draw() + --This will display our Samurai running at the center of the screen + samurai:draw(400,300,0,1,1,samurai:getWidth()/2,samurai:getHeight()/2) +end +``` + +Note that we are not doing ```animx.update(dt)``` in ``love.update`` only because there's nothing else in ``love.update`` and animX overrides it by default making work a little easier for us in such cases (where all that `love.update` contains is `animx.update`) + +There are also other stuff such texture styles, animation modes, animation handlers, etc which we didn't talk here. But I've dedicated a short tutorial for that over [here](Examples) + + +### Installing animX + +Just drop the package (by the name `animx`) in a seperate folder and require it:- + +```lua +animx=require 'animx +``` + +### Running Demos + +animX comes with a lot of demos to get you started. These are available in the [demos](TODO) branch. You can run them with the latest (as of now) version of Love2D (11.3) + +### Documentation + +You can read the documentation over [here](https://github.com/YoungNeer/animX/wiki) diff --git a/lib/animx/actor.lua b/lib/animx/actor.lua new file mode 100644 index 0000000..b3a52e6 --- /dev/null +++ b/lib/animx/actor.lua @@ -0,0 +1,116 @@ +--[[ + The Actor Class for animX + Author: Neer +]] + +local Actor={ + animations, --list of all the animations in the actor + current, --the current animation (by it's name) + p_onAnimSwitch, --handler called when an animation is switched [internal] +} + +--an internal function which just sets the default values +function Actor:init() + self.animations={} + self.p_onAnimSwitch=function() end +end + +function Actor:switch(newState) + local prevState=self.current + if prevState==newState then return self end + --This prevents a recursive situation!! + if self:isActive() then self:stopAnimation() end + self.current=newState + self:p_onAnimSwitch(prevState) + self:startAnimation() + return self +end + +--Checks if the current animation of the actor is stopped +function Actor:isActive() + if not self:getCurrentAnimation() then return false end + return self:getCurrentAnimation():isActive() +end + +--Stops the actor's animation +function Actor:stopAnimation() + if self:getCurrentAnimation() then + self:getCurrentAnimation():stop() + end + return self +end + +--Starts the animation for the actor +function Actor:startAnimation() + if self:getCurrentAnimation() then + self:getCurrentAnimation():start() + end + return self +end + +--These functions is defined in the main file +Actor.addAnimation=nil +Actor.exportToXML=nil + +--Not to be confused with p_onAnimSwitch! +function Actor:onSwitch(fn) + self.p_onAnimSwitch=fn + return self +end + +--Returns the given or current animation if given arg is nil +function Actor:getAnimation(name) + return self.animations[name or self.current] +end + +--Returns the current animation that's being rendered +function Actor:getCurrentAnimation() + return self:getAnimation(self.current) +end + +--Gets a table of all the states +function Actor:getStates() + local t={} + for i in pairs(self.animations) do + t[#t+1]=i + end + return t +end + +--Loops all the animations in the actor +function Actor:loopAll(...) + for i in pairs(self.animations) do + self.animations[i]:loop(...) + end + return self +end + +--Returns the name of the current animation +function Actor:getName() return self.current end + +--Returns the size of the current animation +function Actor:getDimensions() return self:getCurrentAnimation():getDimensions() end +function Actor:getWidth() return self:getCurrentAnimation():getWidth() end +function Actor:getHeight() return self:getCurrentAnimation():getHeight() end + +--Sets the style of the image +function Actor:setStyle(val) self:getCurrentAnimation():setStyle(val) return self end + +--Flips the current animation +function Actor:flip(...) self:getCurrentAnimation():flip(...) return self end +function Actor:flipX(...) self:getCurrentAnimation():flipX(...) return self end +function Actor:flipY(...) self:getCurrentAnimation():flipY(...) return self end + +function Actor:render(...) + self:getCurrentAnimation():render(...) +end + +--==Aliases==-- + +Actor.getCurrentAnim=Actor.getCurrentAnimation +Actor.getState=Actor.getName +Actor.changeAnim=Actor.switch +Actor.set=Actor.switch +Actor.draw=Actor.render + +return Actor \ No newline at end of file diff --git a/lib/animx/animation.lua b/lib/animx/animation.lua new file mode 100644 index 0000000..d1d3441 --- /dev/null +++ b/lib/animx/animation.lua @@ -0,0 +1,395 @@ +--[[ + The Animation Class for animX + Author: Neer +]] + +--Unlike iffy we use metatables +local Animation={ + texture, --the spritesheet for the animation + frames, --the frames in the animation + duration, --duration for each sprite- a smart table (idea stolen from Walt) + cache, --an internal variable to account for same duration across multiple frames + mode, --the mode of the animation - {'loop'/'rewind'/'once'/'bounce',times} + direction, --the sense of the animation + curFrame, --the current frame that's being rendered + active, --whether the animation is being played or not + curTimes, --keeps count of number of times animation executed + timer, --an internal timer variable + p_flipX, --whether to flip along x-axis [internal] + p_flipY, --whether to flip along y-axis [internal] + p_onCycleOver, --handler called when an animation cycle is complete [internal] + p_onAnimOver, --handler called when the entire animation is over [internal] + p_onAnimStart, --handler called when the animation is started [internal] + p_onAnimRestart, --handler called whenever the animation is restarted [internal] + p_onChange, --handler called whenever current frame is changed [internal] + p_onUpdate, --called at every frame regardless of it's active property [internal] +} + +--an internal function which just sets the default values +function Animation:init(startingFrame,delay) + self:setDelay(delay) + self.startingFrame=startingFrame + self:start() + self.mode={'loop',1} +end + +--[[the addFrame concept was stolen from BartBes' animation library. Anyways - + what this func does is create a new quad and associate it with the given + animation. The frame would be appended to the last of the framelist! +]] +function Animation:addFrame(x,y,w,h,delay) + if y then + --User passed in position of the quad + table.insert(self.frames, + love.graphics.newQuad(x,y,w,h,self:getAtlas():getDimensions()) + ) + else + --User passed in a quad + table.insert(self.frames,x) + end + + --Note we are not calling setDelay cause it's a new frame! + if delay and delay~=self.duration[#self.duration] then + self.duration[#self.duration+1]=delay + self.cache[#self.cache+1]=1 + else + self.cache[#self.cache]=self.cache[#self.cache]+1 + end +end + +--Not to be confused with p_onAnimOver! +function Animation:onAnimOver(fn) + self.p_onAnimOver=fn or function() end + return self +end + +--Not to be confused with p_onCycleOver! +function Animation:onCycleOver(fn) + self.p_onCycleOver=fn or function() end + return self +end + +--Not to be confused with p_onAnimStart! +function Animation:onAnimStart(fn) + self.p_onAnimStart=fn or function() end + return self +end + +--Not to be confused with p_onAnimRestart! +function Animation:onAnimRestart(fn) + self.p_onAnimRestart=fn or function() end + return self +end + +--Not to be confused with p_onChange! +function Animation:onChange(fn) + self.p_onChange=fn or function() end + return self +end + +--Not to be confused with p_onUpdate! +function Animation:onUpdate(fn) + self.p_onUpdate=fn or function() end + return self +end + +--Rewind the animation any number of times, (nil or negative)=>infinite +function Animation:rewind(times) + self.mode={'rewind',times or -1} + return self +end + +--Similar to rewind except the definition of 'cycle' is different! +--also `bounce` by default reverses only once while `rewind` rewinds forever +function Animation:bounce(times) + self.mode={'bounce',times or 1} + return self +end + +--loops the animation in obverse or reverse direction (obverse by default) +function Animation:loop(times,dir) + self.mode={'loop',times or -1} + self.direction=dir or 1 + return self +end + +--same as loop just direction is always reversed +function Animation:reverse(times) + return self:loop(times,-1) +end + +--Executes an animation once in the obverse direction! +function Animation:once() + return self:loop(1,1) +end + +--restarts the animation from where it was +function Animation:restart() + self.active=true + self.curFrame=self.startingFrame + self.curTimes=0 + self.p_onAnimRestart(self) +end + +--Returns the total number of frames in animation +function Animation:getSize() return #self.frames end + +--Returns the total number of times the animation has been played +function Animation:getTimes() return self.curTimes end + +--Returns the current Frame of the animation (a number) +function Animation:getCurrentFrame() return math.max(1,math.min(self.curFrame,self:getSize())) end + +--Returns the current quad that's being rendered (a Quad) +function Animation:getCurrentQuad() return self.frames[self:getCurrentFrame()] end + +--Returns whether or not is the animation active! +function Animation:isActive() return self.active end + +--Returns the dimensions of the current frame +function Animation:getDimensions() local x,y,w,h=self:getCurrentQuad():getViewport(); return w,h end +function Animation:getWidth() return select(1,self:getDimensions()) end +function Animation:getHeight() return select(2,self:getDimensions()) end + +function Animation:setStyle(style) + assert(style=='rough' or style=='smooth',"animX Error!! Expected 'smooth' or 'rough' in setStyle fn") + if style=='rough' then + self:getImage():setFilter('nearest','nearest') + else + self:getImage():setFilter('linear','linear') + end + return self +end + +--Returns the texture for the animation (an Image) +function Animation:getAtlas() return self.texture end + +--Sometimes you may want to change the atlas (maybe for something like character clothes) +--The next fn changes the texture for the animation +function Animation:setAtlas(img) + if type(img)=='string' then img=love.graphics.newImage(img) end + self.texture = img + return self +end + +--Sets the current frame as n +function Animation:jumpToFrame(n) + assert(n>=1 and n<=self:getSize(), "animX Error: Frame is out of bounds!") + self.curFrame=n + return self +end + +--To be called only when an animation just starts (private fn) +function Animation:start() + self.p_onAnimStart(self) + self.curFrame=self.startingFrame + self.direction=1 + self.active=true + self.timer=0 + self.curTimes=0 +end + +--To be called only when an animation has completed a 'cycle' (private fn) +function Animation:cycle() + self.curTimes=self.curTimes+1 + self.p_onCycleOver(self) +end + +--To be called only when the current frame has to be changed (private fn) +function Animation:change() + self.curFrame=self.curFrame+self.direction + self.p_onChange(self) +end + +--Stops the animation! Use anim.active=false if you don't want to trigger any callback! +function Animation:stop() + --It is important that active is first set to false and then handler is called + self.active=false + self.p_onAnimOver(self) +end + +--gets the duration of the given frame or current frame if provided nil +function Animation:getDelay(frame) + frame=frame or self:getCurrentFrame() + --u for cache and v for duration + local u,v=1,1 + assert(frame>=1 and frame<=self:getSize(),"animX Error: Frame is out of bounds!") + for i=1,self:getSize() do + if u>self.cache[v] then u=1 v=v+1 end + if i==frame then + return self.duration[v] + end + u=u+1 + end +end + +--sets the duration of the given frame or all frames if only one arg +function Animation:setDelay(frame,delay) + if not delay then + --Set delay for all frames + delay,frame=frame + self.duration={delay} + self.cache={self:getSize()} + return self + end + --Set delay for only one frame + assert(frame>=1 and frame<=self:getSize(),"animX Error: Frame is out of bounds!") + + local u,v=1,1 + + for i=1,self:getSize() do + if u>self.cache[v] then u=1 v=v+1 end + if i==frame then + --If same delay as before then breakout! + if delay==self.duration[v] then break end + if self.cache[v]==1 then + --This is the most simple case (when no buffer) + self.duration[v]=delay + --so in other cases self.cache[v] is asserted to be >1 + elseif u==1 then + --for beginning of the buffer + table.insert(self.duration,v+1,self.duration[v]) + table.insert(self.cache,v+1,self.cache[v]-1) + self.duration[v],self.cache[v]=delay,1 + elseif self.cache[v]==u then + --for ending of the buffer + table.insert(self.duration,v+1,delay) + table.insert(self.cache,v+1,1) + self.cache[v]=self.cache[v]-1 + else + --at the middle of the buffer (darn it!) + table.insert(self.duration,v+1,self.duration[v]) + table.insert(self.duration,v+1,delay) + table.insert(self.cache,v+1,self.cache[v]-u) + table.insert(self.cache,v+1,1) + self.cache[v]=self.cache[v]-1 + end + end + u=u+1 + end + return self +end + +--gets the current animation mode +function Animation:getMode() + return self.mode and self.mode[1] +end + +--check if current mode is equal to one of the given modes +function Animation:isMode(...) + for i=1,select('#',...) do + if self.mode[1]==select(i,...) then + return true + end + end +end + +function Animation:update(dt) + self:p_onUpdate(dt) + if not self.active then return end + + self.timer=self.timer+dt + + --Get the delay for the current frame! + local delay=self:getDelay(self.curFrame) + + if self.timer>delay then + self.timer=self.timer%delay + self:change() + if self.curFrame>self:getSize() then + self:cycle() + if self:getMode()=='bounce' then + --If we are bouncing and we are done then stop + if self.mode[2]>0 and self.curTimes>=self.mode[2] then return self:stop() end + end + if self:isMode('bounce','rewind') then + --If we are bouncing and we are NOT done or if we are rewinding then continue + self.curFrame=self:getSize() + self.direction=-1 + elseif self:getMode()=='loop' then + --If we are looping in the obverse direction and we are done then stop + --Regardless of whether we are done reset the current frame back to 1 + if self.direction==1 then + self.curFrame=1 + if self.mode[2]>0 and self.curTimes>=self.mode[2] then return self:stop() end + end + else + --I think I was drunk when I wrote this section but I'm letting it be + --just in case I wasn't drunk! + if self.mode[2]>0 and self.curTimes>=self.mode[2] then + return self:stop() + else + self.curFrame=self:getSize() + self:cycle() + end + end + + elseif self.curFrame<1 then + self.curFrame=1 + + if self:getMode()=='bounce' then + self:cycle() + end + if self:isMode('bounce','rewind') then + if self.mode[2]>0 and self.curTimes>=self.mode[2] then self:stop() + else + self.direction=1 + end + elseif self:getMode()=='loop' then + if self.mode[2]>0 and self.curTimes>=self.mode[2] then self:stop() + else + self:cycle() + if self.mode[2]>0 and self.curTimes==self.mode[2] then return self:stop() end + self.curFrame=self:getSize() + end + else + self:stop() + end + end + self.curFrame=math.max(1,self.curFrame) + end +end + +--Whether to flip horizontally and/or vertically +function Animation:flip(flipX,flipY) + self.p_flipX,self.p_flipY=flipX,flipY + return self +end + +--Specifically flip only along one axis! +function Animation:flipX(b) return self:flip(b) end +function Animation:flipY(b) return self:flip(nil,b) end + +function Animation:render(x,y,r,sx,sy,ox,oy,...) + sx,sy=sx or 1, sy or 1 + sx=self.p_flipX and -sx or sx + sy=self.p_flipY and -sy or sy + love.graphics.draw( + self:getTexture(),self:getCurrentQuad(), + x,y,r,sx,sy,ox,oy,... + ) +end + +--This function is not defined here but on the main library file! +Animation.exportToXML=nil + +--Just setting some aliases- kinda my speciality + +Animation.getTexture=Animation.getAtlas +Animation.getImage=Animation.getAtlas +Animation.getSource=Animation.getAtlas +Animation.setTexture=Animation.setAtlas +Animation.setSource=Animation.setAtlas +Animation.setImage=Animation.setAtlas +Animation.getTotalFrames=Animation.getTimes +Animation.draw=Animation.render +Animation.goToFrame=Animation.jumpToFrame +Animation.setFrame=Animation.jumpToFrame +Animation.getActive=Animation.isActive +Animation.onAnimationStart=Animation.onAnimStart +Animation.onAnimationOver=Animation.onAnimOver +Animation.onAnimationRestart=Animation.onAnimRestart +Animation.onFrameChange=Animation.onChange +Animation.onTick=Animation.onUpdate + +return Animation diff --git a/lib/animx/init.lua b/lib/animx/init.lua new file mode 100644 index 0000000..68db3bb --- /dev/null +++ b/lib/animx/init.lua @@ -0,0 +1,468 @@ +local animx={ + animObjs={} --the animation objects that were created +} + +local LIB_PATH=... + +local function lastIndexOf(str,char) + for i=str:len(),1,-1 do if str:sub(i,i)==char then return i end end +end + +local function fileExists(url) + return love.filesystem.getInfo(url) and + love.filesystem.getInfo(url).type=="file" +end + +local imgCache = {} + +local function newImage(path) + if not imgCache[path] then + imgCache[path] = love.graphics.newImage(path) + end + return imgCache[path] +end + +--Borrowed from [euler](https://github.com/YoungNeer/euler) +function round(value,precision) + local temp = 10^(precision or 0) + if value >= 0 then + return math.floor(value * temp + 0.5) / temp + else + return math.ceil(value * temp - 0.5) / temp + end +end + +--removes the path and only gets the filename +local function removePath(filename) + local pos=1 + local i = string.find(filename,'[\\/]', pos) + pos=i + while i do + i = string.find(filename,'[\\/]', pos) + if i then + pos = i + 1 + else i=pos break + end + end + if i then filename=filename:sub(i) end + return filename +end + +--remove extension from a file as well as remove the path +local function removeExtension(filename,dontremovepath) + if not dontremovepath then filename=removePath(filename) end + return filename:sub(1,lastIndexOf(filename,".")-1) +end + +local Animation=require (LIB_PATH..'.animation') +local Actor=require (LIB_PATH..'.actor') + +--[[ + Creates a new animation either from scratch or from an XML file! + (Note that quads are added in LtR-TtB fashion) + @Params: + @OverLoad-1: + img - The URL of the image. An XML file must exist by the same name! + + @OverLoad-2: + params - A table of parameters (something I stole from sodapop) + img - The image (could be a reference or url) + x,y - The offset from where to start extracting the quads (0,0) + qw,qh - The dimensions of the quad + sw,sh - The dimensions of the image (auto-calc'd if nil) + spr - The number of sprites per row + nq - The number of quads to extract (auto-calc'd if nil) + quads - An already existing table of quads for animation + frames - The frames (by number) that u wanna add in the animation + style - The style of the image (just something I stole from katsudo) + startingFrame - The frame from where to start the animation (must exist!) + startFrom - The frame from where to start ripping the sprites + delay - The interval between any two frames + onAnimOver - What happens when the animation is over + onAnimStart - What happens when the animation is started + onAnimRestart - What happens when the animation is restarted + onCycleOver - What happens when one cycle is over + onChange - What happens at every animation frame change + onUpdate - What happens at every frame + @Returns + An Animation Instance +--]] +function animx.newAnimation(params) + + local img,quads,sw,sh,startingFrame,delay + local onAnimStart,onAnimRestart,onAnimOver,onCycleOver,onChange,onUpdate + + if type(params)=='string' then + --Overload 1 + img=(params) + sw,sh=img:getDimensions() + quads=animx.newAnimationXML(img,removeExtension(params,true)..'.xml') + startingFrame,delay=1,.1 + else + --Overload 2 + img=params.img or params.source or params.image or params.texture or params.atlas or params.spritesheet + assert(img,"animX Error: Expected Image or URI in `newAnimation`!") + img = type(img)=='string' and newImage(img) or img + + sw=params.sw or params.imgWidth or params.textureWidth or img:getWidth() + sh=params.sh or params.imgHeight or params.textureHeight or img:getHeight() + local x,y=params.x or params.offsetX or 0, params.y or params.y or params.offsetY or 0 + + local nq=params.nq or params.images or params.noOfTiles or params.numberOfQuads or params.noOfQuads or params.noOfFrames + + --The tile-height will by default be the height of the image! + local qw=params.qw or params.quadWidth or params.frameWidth or params.tileWidth + local qh=params.qh or params.quadHeight or params.frameHeight or params.tileHeight + local frames=params.frames or {} + local spr=params.spr or params.spritesPerRow or params.tilesPerRow or params.quadsPerRow + quads=params.quads or {} + + if spr and nq then + assert(nq>=spr,"animX Error: No of sprites per row can't be less than total number of quads!!!") + end + + --[[ + User has to give atleast one of quad-width and + number of sprites per row to calculate no of quads + ]]-- + + --if user has not given sprites per row then let qh simply be image height + if not spr then + qh=qh or img:getHeight() + else + if not qh then + assert(nq,"animX Error: You have to give number of quads in this case!!!") + end + qh=qh or img:getHeight()/(nq/spr) + end + + if qw then + if #frames>0 then + --If user has given us a bunch of frames then we set this to zero if nil + nq=nq or 0 + else + --Otherwise we make the number of quads equal to the max no of quads + nq = math.min(nq or math.huge, math.floor(sw/qw) * math.floor(sh/qh)) + end + elseif spr then + --If user has given us number of sprites per row + nq=math.min(nq or math.huge,spr*math.floor(sh/qh)) + elseif #quads>0 then + --If user has given us some quads to work with - we set this to zero if nil + nq=nq or 0 + end + + spr = spr or nq + + --If user has not given anything dissecting then make the image a quad! + if not qw and not spr then + spr,nq=1,1 + qw,qh=img:getWidth(),img:getHeight() + end + + if #quads==0 or not nq then + if #frames==0 then + assert(spr and spr>0,"animX Error: Sprites per row can't be zero!!") + else + assert(qw,"animX Error: You must give tileWidth in this case") + end + end + + --If user has not given the tileWidth then calculate it based on number of sprites per row + if nq>0 and spr then + qw=qw or img:getWidth()/spr + end + + assert( + qw~=1/0, + 'animX Error: Oops! Something bad happened! Please do report the error!' + ) + + local style=params.style + if style=='rough' then img:setFilter('nearest','nearest') end + + local startPoint=params.startFrom or params.startPoint + delay=params.delay or params.interval or .1 + startingFrame=params.startingFrame or 1 + onAnimOver=params.onAnimOver or params.onAnimEnd or params.onAnimationOver or params.onAnimationEnd + onAnimStart=params.onAnimStart or params.onAnimationStart + onAnimRestart=params.onAnimRestart or params.onAnimationRestart + onChange=params.onChange or params.onFrameChange + onUpdate=params.onUpdate or params.onTick + onCycleOver=params.onCycleOver or params.onCycleEnd + + --We need the quad dimensions if user has not given us a bunch of quads + if #quads==0 then + assert(qw and qh,"animX Error: Quad dimensions coudn't be calculated in `newAnimation`!") + --IMPORTANT: We want integers not highly precise floats or doubles + qw,qh=round(qw),round(qh) + end + + --Calculate offset from the startpoint + if startPoint then + x=((startPoint-1)*qw)%sw + y=qh*math.floor(((startPoint-1)*qw)/sw) + end + + --Add given frames to the quads table + for i=1,#frames do + quads[#quads+1]=love.graphics.newQuad( + ((frames[i]-1)*qw)%sw, + qh*math.floor(((frames[i]-1)*qw)/sw), + qw,qh,sw,sh + ) + end + + local offsetx=x + + assert(nq,"animX Error!! Number of quads couldn't be calculated!") + + for i = 1, nq do + if x >= sw then + y = y + qh + x = offsetx + end + quads[#quads+1]= love.graphics.newQuad(x, y, qw, qh, sw, sh) + x = x + qw + end + end + + local animation_obj={ + ['texture']=img, + ['frames']=quads + } + table.insert(animx.animObjs,setmetatable(animation_obj,{__index=Animation})) + animation_obj:onAnimStart(onAnimStart):init(startingFrame,delay) + animation_obj + :onAnimOver(onAnimOver) + :onAnimRestart(onAnimRestart) + :onChange(onChange) + :onCycleOver(onCycleOver) + :onUpdate(onUpdate) + + return animx.animObjs[#animx.animObjs] +end + +--[[:- + Creates a new Actor either from scratch or from an XML file + @params: + @Overload-1 + Takes no parameters. Returns an empty actor + @Overload-2 + metafile: + A string referring to the URL of the XML file containing + the information about all the animations for the actor + (you could ofcourse add animations later on if you want) + If this is nil then an empty actor (without animations) is created + @Overload-3 + {...}: A list of all the animations + @returns: + An Actor instance +-:]] +function animx.newActor(arg) + local actor={} + setmetatable(actor,{__index=Actor}):init() + if type(arg)=='string' then + --User gave us a link to the XML file + local img=newImage(arg) + local anims=animx.newActorXML(img,removeExtension(arg,true)..'.xml') + for i in pairs(anims) do + actor:addAnimation(i,{ + ['img']=img, + ['quads']=anims[i] + }) + end + return actor + else + if arg then + --User gave us a table of animations for the actor + for name,anim in pairs(arg) do + actor:addAnimation(name,anim) + end + end + --[[ + Otherwise User gave us nothing + - meaning empty actor has to be created + ]] + end + return actor +end + +--[[ + Adds an animation to the actor + @Params + name - The name of the animation + @Overload-1 + anim - An animation instance + @Overload-2 + anim - A to-be-created animation instance + @Returns + The actor itself +]]-- +function Actor:addAnimation(name,anim) + if anim.cache and anim.direction then + --User provided an already created animation + self.animations[name]=anim + else + --User provided a to-be-created animation + self.animations[name]=animx.newAnimation(anim) + end + return self +end + +--[[ + Creates a new animation from XML file! + You'll most of the time use newAnimation to indirectly call this fn! + @Params:- + image - The Image for the animation + @Returns:- + An array of quads denoting the animation +]]-- +function animx.newAnimationXML(image,filename) + local i,t,sw,sh=1,{},image:getDimensions() + for line in love.filesystem.lines(filename) do + if i>1 and line:match('%a') and not line:match('" then + local _, frameNo = string.match(line, "name=([\"'])(.-)%1") + frameNo=tonumber(frameNo) + --Frames must start from 1! + if not frameNo or frameNo<=0 then goto continue end + + assert(not t[frameNo], + "animX Error!! Duplicate Frames found for ("..frameNo..") for "..filename + ) + local _, x = string.match(line, "x=([\"'])(.-)%1") + local _, y = string.match(line, "y=([\"'])(.-)%1") + local _, width = string.match(line, "width=([\"'])(.-)%1") + local _, height = string.match(line, "height=([\"'])(.-)%1") + + t[frameNo]=love.graphics.newQuad(x,y,width,height,sw,sh) + ::continue:: + end + i=i+1 + end + return t +end + +--[[ + Creates a new actor from XML file! + You'll most of the time use newActor to indirectly call this fn! + @Params:- + image - The Image for the animation + @Returns:- + A table/linkhash of quads indexed by the animation name and then the frame number +]]-- +function animx.newActorXML(image,filename) + local i,t,sw,sh=1,{},image:getDimensions() + for line in love.filesystem.lines(filename) do + if i>1 and line:match('%a') and not line:match('" then + local _, frameNo = string.match(line, "name=([\"'])(.-)%1") + local animName=frameNo:match('[%a ]+') + frameNo=tonumber(frameNo:match('%d+')) + --Frames must exist and must start from 1! Also animation name must be present + if not animName or not frameNo or frameNo<=0 then goto continue end + + if not t[animName] then t[animName]={} end + assert(not t[animName][frameNo], + "animX Error!! Duplicate Frames found for ("..frameNo..") for "..filename + ) + local _, x = string.match(line, "x=([\"'])(.-)%1") + local _, y = string.match(line, "y=([\"'])(.-)%1") + local _, width = string.match(line, "width=([\"'])(.-)%1") + local _, height = string.match(line, "height=([\"'])(.-)%1") + + t[animName][frameNo]=love.graphics.newQuad(x,y,width,height,sw,sh) + ::continue:: + end + i=i+1 + end + return t +end + +--[[ + Exports an animation (instance) to XML! + @Params: + filename: By what name should the animation be exported + @Returns:- + Whether or not animX was successful in exporting +]] +function Animation:exportToXML(filename) + filename=removePath(filename) + if fileExists(filename) then + if not animx.hideWarnings then + error(string.format("animX Warning! File '%s' Already Exists!",filename)) + end + end + local outfile=io.open(filename,'w') + if not outfile then + if animx.hideWarnings then + return false + else + error("animx Error! Something's wrong with the io") + end + end + local sname,x,y,width,height + + outfile:write(string.format('\n',removeExtension(filename))) + for i=1,#self.frames do + x,y,width,height=self.frames[i]:getViewport() + outfile:write( + string.format('\t\n', + i,x,y,width,height + ) + ) + end + outfile:write("") + return outfile:close() +end + +--[[ + Exports an actor (all the animations associated with it) to XML! + @Params: + filename: By what name should the actor be exported + @Returns:- + Whether or not animx was successful in exporting +]] +function Actor:exportToXML(filename) + filename=removePath(filename) + if fileExists(filename) then + if not animx.hideWarnings then + error(string.format("animX Warning! File '%s' Already Exists!",filename)) + end + end + local outfile=io.open(filename,'w') + if not outfile then + if animx.hideWarnings then + return false + else + error("animx Error! Something's wrong with the io") + end + end + local sname,x,y,width,height + + outfile:write(string.format('\n',removeExtension(filename))) + for anim in pairs(self.animations) do + for i=1,#self.animations[anim].frames do + x,y,width,height=self.animations[anim].frames[i]:getViewport() + outfile:write( + string.format('\t\n', + anim..i,x,y,width,height + ) + ) + end + end + outfile:write("") + return outfile:close() +end + +--Updates all the animation objects at once so you won't see them in your code +function animx.update(dt) + for i=1,#animx.animObjs do + animx.animObjs[i]:update(dt) + end +end + +love.update=function(dt) animx.update(dt) end +animx.newAnimatedSprite=animx.newActor + +return animx + diff --git a/lib/baton/baton.lua b/lib/baton/baton.lua new file mode 100644 index 0000000..75c5f4b --- /dev/null +++ b/lib/baton/baton.lua @@ -0,0 +1,368 @@ +local baton = { + _VERSION = 'Baton v1.0.1', + _DESCRIPTION = 'Input library for LÖVE.', + _URL = 'https://github.com/tesselode/baton', + _LICENSE = [[ + MIT License + + Copyright (c) 2019 Andrew Minnich + + 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. + ]] +} + +-- string parsing functions -- + +-- splits a source definition into type and value +-- example: 'button:a' -> 'button', 'a' +local function parseSource(source) + return source:match '(.+):(.+)' +end + +-- splits an axis value into axis and direction +-- example: 'leftx-' -> 'leftx', '-' +local function parseAxis(value) + return value:match '(.+)([%+%-])' +end + +-- splits a joystick hat value into hat number and direction +-- example: '2rd' -> '2', 'rd' +local function parseHat(value) + return value:match '(%d)(.+)' +end + +--[[ + -- source functions -- + + each source function checks the state of one type of input + and returns a value from 0 to 1. for binary controls, such + as keyboard keys and gamepad buttons, they return 1 if the + input is held down and 0 if not. for analog controls, such + as "leftx+" (the left analog stick held to the right), they + return a number from 0 to 1. + + source functions are split into keyboard/mouse functions + and joystick/gamepad functions. baton treats these two + categories slightly differently. +]] + +local sourceFunction = {keyboardMouse = {}, joystick = {}} + +-- checks whether a keyboard key is down or not +function sourceFunction.keyboardMouse.key(key) + return love.keyboard.isDown(key) and 1 or 0 +end + +-- checks whether a keyboard key is down or not, +-- but it takes a scancode as an input +function sourceFunction.keyboardMouse.sc(sc) + return love.keyboard.isScancodeDown(sc) and 1 or 0 +end + +-- checks whether a mouse buttons is down or not. +-- note that baton doesn't detect mouse movement, just the buttons +function sourceFunction.keyboardMouse.mouse(button) + return love.mouse.isDown(tonumber(button)) and 1 or 0 +end + +-- checks the position of a joystick axis +function sourceFunction.joystick.axis(joystick, value) + local axis, direction = parseAxis(value) + -- "a and b or c" is ok here because b will never be boolean + value = tonumber(axis) and joystick:getAxis(tonumber(axis)) + or joystick:getGamepadAxis(axis) + if direction == '-' then value = -value end + return value > 0 and value or 0 +end + +-- checks whether a joystick button is held down or not +-- can take a number or a GamepadButton string +function sourceFunction.joystick.button(joystick, button) + -- i'm intentionally not using the "a and b or c" idiom here + -- because joystick.isDown returns a boolean + if tonumber(button) then + return joystick:isDown(tonumber(button)) and 1 or 0 + else + return joystick:isGamepadDown(button) and 1 or 0 + end +end + +-- checks the direction of a joystick hat +function sourceFunction.joystick.hat(joystick, value) + local hat, direction = parseHat(value) + return joystick:getHat(hat) == direction and 1 or 0 +end + +--[[ + -- player class -- + + the player object takes a configuration table and handles input + accordingly. it's called a "player" because it makes sense to use + multiple of these for each player in a multiplayer game, but + you can use separate player objects to organize inputs + however you want. +]] + +local Player = {} +Player.__index = Player + +-- internal functions -- + +-- sets the player's config to a user-defined config table +-- and sets some defaults if they're not already defined +function Player:_loadConfig(config) + if not config then + error('No config table provided', 4) + end + if not config.controls then + error('No controls specified', 4) + end + config.pairs = config.pairs or {} + config.deadzone = config.deadzone or .5 + config.squareDeadzone = config.squareDeadzone or false + self.config = config +end + +-- initializes a control object for each control defined in the config +function Player:_initControls() + self._controls = {} + for controlName, sources in pairs(self.config.controls) do + self._controls[controlName] = { + sources = sources, + rawValue = 0, + value = 0, + down = false, + downPrevious = false, + pressed = false, + released = false, + } + end +end + +-- initializes an axis pair object for each axis pair defined in the config +function Player:_initPairs() + self._pairs = {} + for pairName, controls in pairs(self.config.pairs) do + self._pairs[pairName] = { + controls = controls, + rawX = 0, + rawY = 0, + x = 0, + y = 0, + down = false, + downPrevious = false, + pressed = false, + released = false, + } + end +end + +function Player:_init(config) + self:_loadConfig(config) + self:_initControls() + self:_initPairs() + self._activeDevice = 'none' +end + +--[[ + detects the active device (keyboard/mouse or joystick). + if the keyboard or mouse is currently being used, joystick + inputs will be ignored. this is to prevent slight axis movements + from adding errant inputs when someone's using the keyboard. + + the active device is saved to player._activeDevice, which is then + used throughout the rest of the update loop to check only + keyboard or joystick inputs. +]] +function Player:_setActiveDevice() + for _, control in pairs(self._controls) do + for _, source in ipairs(control.sources) do + local type, value = parseSource(source) + if sourceFunction.keyboardMouse[type] then + if sourceFunction.keyboardMouse[type](value) > self.config.deadzone then + self._activeDevice = 'kbm' + return + end + elseif self.config.joystick and sourceFunction.joystick[type] then + if sourceFunction.joystick[type](self.config.joystick, value) > self.config.deadzone then + self._activeDevice = 'joy' + end + end + end + end +end + +--[[ + gets the value of a control by running the appropriate source functions + for all of its sources. does not apply deadzone. +]] +function Player:_getControlRawValue(control) + local rawValue = 0 + for _, source in ipairs(control.sources) do + local type, value = parseSource(source) + if sourceFunction.keyboardMouse[type] and self._activeDevice == 'kbm' then + if sourceFunction.keyboardMouse[type](value) == 1 then + return 1 + end + elseif sourceFunction.joystick[type] and self._activeDevice == 'joy' then + rawValue = rawValue + sourceFunction.joystick[type](self.config.joystick, value) + if rawValue >= 1 then + return 1 + end + end + end + return rawValue +end + +--[[ + updates each control in a player. saves the value with and without deadzone + and the down/pressed/released state. +]] +function Player:_updateControls() + for _, control in pairs(self._controls) do + control.rawValue = self:_getControlRawValue(control) + control.value = control.rawValue >= self.config.deadzone and control.rawValue or 0 + control.downPrevious = control.down + control.down = control.value > 0 + control.pressed = control.down and not control.downPrevious + control.released = control.downPrevious and not control.down + end +end + +--[[ + updates each axis pair in a player. saves the value with and without deadzone + and the down/pressed/released state. +]] +function Player:_updatePairs() + for _, pair in pairs(self._pairs) do + -- get raw x and y + local l = self._controls[pair.controls[1]].rawValue + local r = self._controls[pair.controls[2]].rawValue + local u = self._controls[pair.controls[3]].rawValue + local d = self._controls[pair.controls[4]].rawValue + pair.rawX, pair.rawY = r - l, d - u + + -- limit to 1 + local len = math.sqrt(pair.rawX^2 + pair.rawY^2) + if len > 1 then + pair.rawX, pair.rawY = pair.rawX / len, pair.rawY / len + end + + -- deadzone + if self.config.squareDeadzone then + pair.x = math.abs(pair.rawX) > self.config.deadzone and pair.rawX or 0 + pair.y = math.abs(pair.rawY) > self.config.deadzone and pair.rawY or 0 + else + pair.x = len > self.config.deadzone and pair.rawX or 0 + pair.y = len > self.config.deadzone and pair.rawY or 0 + end + + -- down/pressed/released + pair.downPrevious = pair.down + pair.down = pair.x ~= 0 or pair.y ~= 0 + pair.pressed = pair.down and not pair.downPrevious + pair.released = pair.downPrevious and not pair.down + end +end + +-- public API -- + +-- checks for changes in inputs +function Player:update() + self:_setActiveDevice() + self:_updateControls() + self:_updatePairs() +end + +-- gets the value of a control or axis pair without deadzone applied +function Player:getRaw(name) + if self._pairs[name] then + return self._pairs[name].rawX, self._pairs[name].rawY + elseif self._controls[name] then + return self._controls[name].rawValue + else + error('No control with name "' .. name .. '" defined', 3) + end +end + +-- gets the value of a control or axis pair with deadzone applied +function Player:get(name) + if self._pairs[name] then + return self._pairs[name].x, self._pairs[name].y + elseif self._controls[name] then + return self._controls[name].value + else + error('No control with name "' .. name .. '" defined', 3) + end +end + +-- gets whether a control or axis pair is "held down" +function Player:down(name) + if self._pairs[name] then + return self._pairs[name].down + elseif self._controls[name] then + return self._controls[name].down + else + error('No control with name "' .. name .. '" defined', 3) + end +end + +-- gets whether a control or axis pair was pressed this frame +function Player:pressed(name) + if self._pairs[name] then + return self._pairs[name].pressed + elseif self._controls[name] then + return self._controls[name].pressed + else + error('No control with name "' .. name .. '" defined', 3) + end +end + +-- gets whether a control or axis pair was released this frame +function Player:released(name) + if self._pairs[name] then + return self._pairs[name].released + elseif self._controls[name] then + return self._controls[name].released + else + error('No control with name "' .. name .. '" defined', 3) + end +end + +--[[ + gets the currently active device (either "kbm", "joy", or "none"). + this is useful for displaying instructional text. you may have + a menu that says "press ENTER to confirm" or "press A to confirm" + depending on whether the player is using their keyboard or gamepad. + this function allows you to detect which they used most recently. +]] +function Player:getActiveDevice() + return self._activeDevice +end + +-- main functions -- + +-- creates a new player with the user-provided config table +function baton.new(config) + local player = setmetatable({}, Player) + player:_init(config) + return player +end + +return baton diff --git a/lib/baton/license.md b/lib/baton/license.md new file mode 100644 index 0000000..1a39666 --- /dev/null +++ b/lib/baton/license.md @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2019 Andrew Minnich + +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. diff --git a/lib/baton/main.lua b/lib/baton/main.lua new file mode 100644 index 0000000..1fc1297 --- /dev/null +++ b/lib/baton/main.lua @@ -0,0 +1,100 @@ +local baton = require 'baton' + +local player = baton.new { + controls = { + left = {'key:left', 'axis:leftx-', 'button:dpleft'}, + right = {'key:right', 'axis:leftx+', 'button:dpright'}, + up = {'key:up', 'axis:lefty-', 'button:dpup'}, + down = {'key:down', 'axis:lefty+', 'button:dpdown'}, + action = {'key:x', 'button:a', 'mouse:1'}, + }, + pairs = { + move = {'left', 'right', 'up', 'down'} + }, + joystick = love.joystick.getJoysticks()[1], + deadzone = .33, +} + +local pairDisplayAlpha = 0 +local pairDisplayTargetAlpha = 0 +local buttonDisplayAlpha = 0 +local buttonDisplayTargetAlpha = 0 + +local updates = 0 +local updateTime = 0 + +function love.update(dt) + local time = love.timer.getTime() + + player:update() + + pairDisplayTargetAlpha = player:pressed 'move' and 1 + or player:released 'move' and 1 + or player:down 'move' and .5 + or 0 + if pairDisplayAlpha > pairDisplayTargetAlpha then + pairDisplayAlpha = pairDisplayAlpha - 4 * dt + end + if pairDisplayAlpha < pairDisplayTargetAlpha then + pairDisplayAlpha = pairDisplayTargetAlpha + end + + buttonDisplayTargetAlpha = player:pressed 'action' and 1 + or player:released 'action' and 1 + or player:down 'action' and .5 + or 0 + if buttonDisplayAlpha > buttonDisplayTargetAlpha then + buttonDisplayAlpha = buttonDisplayAlpha - 4 * dt + end + if buttonDisplayAlpha < buttonDisplayTargetAlpha then + buttonDisplayAlpha = buttonDisplayTargetAlpha + end + + updateTime = updateTime + (love.timer.getTime() - time) + updates = updates + 1 +end + +function love.keypressed(key) + if key == 'escape' then + love.event.quit() + end +end + +local pairDisplayRadius = 128 + +function love.draw() + love.graphics.setColor(1, 1, 1) + love.graphics.print('Current active device: ' .. tostring(player:getActiveDevice())) + love.graphics.print('Average update time (us): ' .. math.floor(updateTime/updates*1000000), 0, 16) + love.graphics.print('Memory usage (kb): ' .. math.floor(collectgarbage 'count'), 0, 32) + + love.graphics.push() + love.graphics.translate(400, 300) + + love.graphics.setColor(.25, .25, .25, pairDisplayAlpha) + love.graphics.circle('fill', 0, 0, pairDisplayRadius) + + love.graphics.setColor(1, 1, 1) + love.graphics.circle('line', 0, 0, pairDisplayRadius) + + local r = pairDisplayRadius * player.config.deadzone + if player.config.squareDeadzone then + love.graphics.rectangle('line', -r, -r, r*2, r*2) + else + love.graphics.circle('line', 0, 0, r) + end + + love.graphics.setColor(.5, .5, .5) + local x, y = player:getRaw 'move' + love.graphics.circle('fill', x*pairDisplayRadius, y*pairDisplayRadius, 4) + love.graphics.setColor(1, 1, 1) + x, y = player:get 'move' + love.graphics.circle('fill', x*pairDisplayRadius, y*pairDisplayRadius, 4) + + love.graphics.setColor(1, 1, 1) + love.graphics.rectangle('line', -50, 150, 100, 100) + love.graphics.setColor(1, 1, 1, buttonDisplayAlpha) + love.graphics.rectangle('fill', -50, 150, 100, 100) + + love.graphics.pop() +end diff --git a/lib/baton/readme.md b/lib/baton/readme.md new file mode 100644 index 0000000..563671c --- /dev/null +++ b/lib/baton/readme.md @@ -0,0 +1,142 @@ +# Baton +**Baton** is an input library for LÖVE that bridges the gap between keyboard and joystick controls and allows you to easily define and change controls on the fly. You can create multiple independent input managers, which you can use for multiplayer games or other organizational purposes. + +```lua +local baton = require 'baton' + +local input = baton.new { + controls = { + left = {'key:left', 'key:a', 'axis:leftx-', 'button:dpleft'}, + right = {'key:right', 'key:d', 'axis:leftx+', 'button:dpright'}, + up = {'key:up', 'key:w', 'axis:lefty-', 'button:dpup'}, + down = {'key:down', 'key:s', 'axis:lefty+', 'button:dpdown'}, + action = {'key:x', 'button:a'}, + }, + pairs = { + move = {'left', 'right', 'up', 'down'} + }, + joystick = love.joystick.getJoysticks()[1], +} + +function love.update(dt) + input:update() + + local x, y = input:get 'move' + playerShip:move(x*100, y*100) + if input:pressed 'action' then + playerShip:shoot() + end +end +``` + +## Installation +To use Baton, place `baton.lua` in your project, and then add this code to your `main.lua`: +```lua +baton = require 'baton' -- if your baton.lua is in the root directory +baton = require 'path.to.baton' -- if it's in subfolders +``` + +## Usage + +### Defining controls +Controls are defined using a table. Each key should be the name of a control, and each value should be another table. This table contains strings defining what sources should be mapped to the control. For example, this table +```lua +controls = { + left = {'key:left', 'key:a', 'axis:leftx-'} + shoot = {'key:x', 'button:a'} +} +``` +will create a control called "left" that responds to the left arrow key, the A key, and pushing the left analog stick on the controller to the left, and a control called "shoot" that responds to the X key on the keyboard and the A button on the gamepad. + +Sources are strings with the following format: +```lua +'[input type]:[input source]' +``` +Here are the different input types and the sources that can be associated with them: + +| Type | Description | Source | +| --------| -----------------------------| ------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| `key` | A keyboard key. | Any LÖVE [KeyConstant](http://love2d.org/wiki/KeyConstant) | +| `sc` | A scancode. | Any LÖVE [KeyConstant](http://love2d.org/wiki/KeyConstant) | +| `mouse` | A mouse button. | A number representing a mouse button (see [love.mouse.isDown](https://love2d.org/wiki/love.mouse.isDown)) | +| `axis` | A joystick or gamepad axis. | Either a number representing a joystick axis or a LÖVE [GamepadAxis](http://love2d.org/wiki/GamepadAxis). Add a '+' or '-' on the end to denote the direction to detect.| +| `button`| A joystick or gamepad button.| Either a number representing a joystick button or a LÖVE [GamepadButton](http://love2d.org/wiki/GamepadButton) | +| `hat` | A joystick hat. | A number representing a joystick hat and a [JoystickHat](https://love2d.org/wiki/JoystickHat). For example '1r' corresponds to the 1st hat pushed right. | + +### Defining axis pairs +Baton allows you to define **axis pairs**, which group four controls under a single name. This is perfect for analog sticks, arrow keys, etc., as it allows you to get x and y components quickly. Each pair is defined by a table with the names of the four controls (in the order left, right, up, down). +```lua +pairs = { + move = {'moveLeft', 'moveRight', 'moveUp', 'moveDown'}, + aim = {'aimLeft', 'aimRight', 'aimUp', 'aimDown'}, +} +``` + +### Players +**Players** are the objects that monitor and manage inputs. + +#### Creating players +To create a player, use `baton.new`: +```lua +player = baton.new(config) +``` +`config` is a table containing the following values: +- `controls` - a table of controls +- `pairs` - a table of axis pairs (optional) +- `joystick` - a LÖVE joystick (returned from `love.joystick.getJoysticks`). The `joystick` argument is optional; if it's not specified, or if the joystick becomes unavailable later, the player object will just ignore controller inputs. +- `deadzone` - a number from 0-1 representing the minimum value axes have to cross to be detected (optional) +- `squareDeadzone` (bool) - whether to use square deadzones for axis pairs or not (optional) + +#### Updating players +You should update each player each frame by calling this function: +```lua +player:update() +``` + +#### Getting the value of controls +To get the value of a control, use: +```lua +value = player:get(control) +``` +For example, for the controls defined above, we could get the value of the "left" control by doing +```lua +left = player:get 'left' +``` +`player:get` always returns a number between 0 and 1, and as such, it is most applicable to controls that act as axes, such as movement controls. To get the value of a control without applying the deadzone, use `player:getRaw`. + +#### Getting the value of axis pairs +`player.get` can also get the x and y components of an axis pair. +```lua +x, y = player:get(pair) +``` +In this case, `x` and `y` are numbers between -1 and 1. The length of the vector x, y is capped to 1. `player.getRaw` will return the value of axis pairs without deadzone applied. + +#### Getting down, pressed, and released states +To see whether a control is currently "held down", use: +```lua +down = player:down(control) +``` +`player:down` returns `true` if the value of the control is greater than the deadzone, and `false` if not. + +```lua +pressed = player:pressed(control) +``` +`player:pressed` return `true` if the control was pressed this `frame`, and false if not. + +```lua +released = player:released(control) +``` +`player:released` return `true` if the control was released this `frame`, and false if not. + +These functions are most applicable for controls that act as buttons, such as a shoot button. That being said, they can be used for any control, which is useful if you want to, for example, use a movement control as a discrete button press to operate a menu. + +#### Updating the configuration +The `controls` table, `pairs` table, `joystick`, `deadzone`, and `squareDeadzone` can all be accessed via `player.config`. Any of the values can be changed, and the player's behavior will be updated automatically. Note, however, that new controls and pairs cannot be added after the player is created, and controls and pairs should not be removed entirely (if you want to disable a control, you can set it to an empty table, removing all of its sources). + +#### Getting the active input device +At any time, only the keyboard/mouse sources or the joystick sources for a player will be active. A device will be considered active if any of the sources for that device exceed the deadzone. The keyboard and mouse will always take precedence over the joystick. + +You can call `player:getActiveDevice()` to see which input device is currently active. It will return either `'kbm'` (keyboard/mouse) or `'joy'` (joystick) (or `'none'` if no sources have been used yet). This is useful if you need to change what you display on screen based on the controls the player is using (such as instructions). + +## Contributing +Issues and pull requests are always welcome. To run the test, run `love .` in the baton folder. diff --git a/lib/center/LICENSE b/lib/center/LICENSE new file mode 100644 index 0000000..88344e3 --- /dev/null +++ b/lib/center/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2019 Semyon Entsov + +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. diff --git a/lib/center/README.md b/lib/center/README.md new file mode 100644 index 0000000..6aecd8b --- /dev/null +++ b/lib/center/README.md @@ -0,0 +1,94 @@ +# center +Center is a simple library that dynamically aligns content to the center of game window. + + + +## Setup + +```lua +local center = require "center" + +center:setupScreen(600, 400) + +function love.draw() + center:start() + + -- draw here + + center:finish() +end + +function love.resize(width, height) + center:resize(width, height) +end +``` + +## API + +### setupScreen +```lua +center:setupScreen(width, height) +``` +Initializes Center + +### apply +```lua +center:apply() +``` +Applies changes. + +This function is responsible for the whole alignment process, so any function (except for `setupScreen` and `resize`) will not make sense without `apply()` after it. + +### setMaxWidth +```lua +center:setMaxWidth(width) +``` +Width of the content **won't be greater** than specified value (default value is 0, that means that there is no boundaries). + +### setMaxHeight +```lua +center:setMaxHeight(height) +``` +Works the same as the previous one. + +### setMaxRelativeWidth +```lua +center:setMaxRelativeWidth(width) +``` +The **relative** width of the content (actual width / available width) **won't be greater** than specified value (default value is 0, that means that there is no relative boundaries). + +### setMaxRelativeHeight +```lua +center:setMaxRelativeHeight(height) +``` +Works the same as the previous one. + +### setBorders +```lua +center:setBorders(t, r, b, l) +``` +Specify the available area for the content. +Each argument represents how far the content should be placed from each side from top to left clockwise. +The content is aligned to the center of **this** area. + +*For better understanding, illustrations will be added soon* + +### start, finish + +```lua +function love.draw() + center:start() + + -- draw here + + center:finish() +end +``` +This pair of functions is supposed to be called once inside `love.draw()`. Any rendering after `center.finish()` affect the default canvas, so you can draw UI or anything else. + +### toGame + +```lua +center:toGame(x, y) +``` +Return position of a point in aligned coordinate system insead of default one. diff --git a/lib/center/center.lua b/lib/center/center.lua new file mode 100644 index 0000000..1cd16c9 --- /dev/null +++ b/lib/center/center.lua @@ -0,0 +1,119 @@ +--[[ + MIT License + + Copyright (c) 2019 Semyon Entsov + + 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. +]]-- + +local center = {} + +function center:setupScreen(width, height) + self._WIDTH = width + self._HEIGHT = height + self._MAX_WIDTH = 0 + self._MAX_HEIGHT = 0 + self._MAX_RELATIVE_WIDTH = 0 + self._MAX_RELATIVE_HEIGHT = 0 + self._SCREEN_WIDTH = love.graphics.getWidth() + self._SCREEN_HEIGHT = love.graphics.getHeight() + self._BORDERS = { + ['t'] = 0, + ['r'] = 0, + ['b'] = 0, + ['l'] = 0 + } + self:apply() + return self +end + +function center:setBorders(top, right, bottom, left) + self._BORDERS.t = top + self._BORDERS.r = right + self._BORDERS.b = bottom + self._BORDERS.l = left +end + +function center:setMaxWidth(width) + self._MAX_WIDTH = width +end + +function center:setMaxHeight(height) + self._MAX_HEIGHT = height +end + +function center:setMaxRelativeWidth(width) + self._MAX_RELATIVE_WIDTH = width +end + +function center:setMaxRelativeHeight(height) + self._MAX_RELATIVE_HEIGHT = height +end + +function center:resize(width, height) + self._SCREEN_WIDTH = width + self._SCREEN_HEIGHT = height + self:apply() +end + +function center:apply() + local available_width = self._SCREEN_WIDTH - self._BORDERS.l - self._BORDERS.r + local available_height = self._SCREEN_HEIGHT - self._BORDERS.t - self._BORDERS.b + local max_width = available_width + local max_height = available_height + if self._MAX_RELATIVE_WIDTH > 0 and available_width * self._MAX_RELATIVE_WIDTH < max_width then + max_width = available_width * self._MAX_RELATIVE_WIDTH + end + if self._MAX_RELATIVE_HEIGHT > 0 and available_height * self._MAX_RELATIVE_HEIGHT < max_height then + max_height = available_height * self._MAX_RELATIVE_HEIGHT + end + if self._MAX_WIDTH > 0 and self._MAX_WIDTH < max_width then + max_width = self._MAX_WIDTH + end + if self._MAX_HEIGHT > 0 and self._MAX_HEIGHT < max_height then + max_height = self._MAX_HEIGHT + end + if max_height / max_width > self._HEIGHT / self._WIDTH then + self._CANVAS_WIDTH = max_width + self._CANVAS_HEIGHT = self._CANVAS_WIDTH * (self._HEIGHT / self._WIDTH) + else + self._CANVAS_HEIGHT = max_height + self._CANVAS_WIDTH = self._CANVAS_HEIGHT * (self._WIDTH / self._HEIGHT) + end + self._SCALE = self._CANVAS_HEIGHT / self._HEIGHT + self._OFFSET_X = self._BORDERS.l + (available_width - self._CANVAS_WIDTH) / 2 + self._OFFSET_Y = self._BORDERS.t + (available_height - self._CANVAS_HEIGHT) / 2 +end + +function center:start() + love.graphics.push() + love.graphics.translate(self._OFFSET_X, self._OFFSET_Y) + love.graphics.scale(self._SCALE, self._SCALE) +end + +function center:finish() + love.graphics.pop() +end + +function center:toGame(x, y) + return (x - self._OFFSET_X) / self._SCALE, + (y - self._OFFSET_Y) / self._SCALE +end + +return center diff --git a/lib/center/screenshots/center.png b/lib/center/screenshots/center.png new file mode 100644 index 0000000..3b3b56b Binary files /dev/null and b/lib/center/screenshots/center.png differ diff --git a/lib/center/screenshots/img1.png b/lib/center/screenshots/img1.png new file mode 100644 index 0000000..5f10d05 Binary files /dev/null and b/lib/center/screenshots/img1.png differ diff --git a/lib/center/screenshots/img2.png b/lib/center/screenshots/img2.png new file mode 100644 index 0000000..e269b45 Binary files /dev/null and b/lib/center/screenshots/img2.png differ diff --git a/lib/center/screenshots/img3.png b/lib/center/screenshots/img3.png new file mode 100644 index 0000000..b832370 Binary files /dev/null and b/lib/center/screenshots/img3.png differ diff --git a/main.lua b/main.lua new file mode 100644 index 0000000..25d93b1 --- /dev/null +++ b/main.lua @@ -0,0 +1,147 @@ +animx = require "lib/animx" + +---------------------------------------- +-- LOAD +---------------------------------------- +function love.load () + left = 0; right = 1; up = 2; down = 3 + upleft = 4; downleft = 5; upright = 6; downright = 7 + + aBatFly = animx.newAnimation{ + img = "art/sprites/bat.png", + sprites_per_row = 5, + noOfFrames = 5 + }:loop() + + bat = { x = 50, y = 200, + y_vel = 0, x_vel = 0, + moving = false, + flying = false, + direction = left, + animation = aBatFly + } + + -- for compliance with Statute 43.5 (2019); all birds must report births to local Officials + birdRegistry = {} +end + +---------------------------------------- +-- UPDATE +---------------------------------------- +function love.update ( dt ) +-- bat.x = bat.x + 100 * dt + + flier_update( bat, dt ) + animx.update(dt) +end + +---------------------------------------- +-- DRAW +---------------------------------------- +function love.draw () + love.graphics.print('Hello World!', 400, 300) + flier_draw( bat ) +end + + +---------------------------------------- +-- INPUT +---------------------------------------- +function love.keypressed ( key ) + if ( key == "right" ) then + bat.moving = true + bat.direction = right + aBatFly:flipX(true) + elseif ( key == "left" ) then + bat.moving = true + bat.direction = left + aBatFly:flipX(false) + elseif ( key == "space" ) then + bat.flying = true + end +end + +function love.keyreleased (key) + if ( key == "right" and bat.direction == right ) then + if ( love.keyboard.isDown("left") ) then + bat.direction = left + else + bat.moving = false + end + elseif ( key == "left" and bat.direction == left ) then + if ( love.keyboard.isDown("right") ) then + bat.direction = right + else + bat.moving = false + end + end +end + + +---------------------------------------- +-- FLIERS +---------------------------------------- +-- generic flier update: physics + changing position +function flier_update ( flier, dt ) + flier_physics( flier, dt ) +end + +function flier_draw ( flier ) + flier.animation:draw( flier.x, flier.y ) +end + +---------------------------------------- +-- "PHYSICS" +---------------------------------------- +-- "physics" being used verryyyyy lightly here + +-- does basics physics work (determines velocity) for a flier +function flier_physics ( flier, dt ) + flier_physics_x( flier, dt ) + flier_physics_y( flier, dt ) +end + +function flier_physics_x ( flier, dt ) + max_vel = 300 + min_vel = -300 + + if ( flier.moving ) then + if ( flier.x_vel < max_vel and flier.direction == right ) then + flier.x_vel = flier.x_vel + (max_vel / 300) + elseif ( flier.x_vel > min_vel and flier.direction == left ) then + flier.x_vel = flier.x_vel - (max_vel / 300) + end + else + if ( flier.x_vel > 0 ) then + flier.x_vel = flier.x_vel - (max_vel / 600) + elseif ( flier.x_vel < 0 ) then + flier.x_vel = flier.x_vel + (max_vel / 600) + end + end + + flier.x = flier.x + flier.x_vel * dt +end + +function flier_physics_y ( flier, dt ) + gravity = .75 + floor = 500 + + -- wing-flap + if ( flier.flying ) then + flier.y_vel = -200 + flier.flying = false + end + + -- gravity + if ( flier.y < floor ) then + flier.y_vel = flier.y_vel + gravity + end + + -- if on ground; stop gravity + if ( flier.y > floor ) then + flier.y = floor + flier.y_vel = 0 + end + + flier.y = flier.y + flier.y_vel * dt +end