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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.

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GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
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. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
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To protect your rights, we need to prevent others from denying you
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Developers that use the GNU GPL protect your rights with two steps:
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0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
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1. Source Code.
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The Corresponding Source need not include anything that users
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The Corresponding Source for a work in source code form is that
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All rights granted under this License are granted for the term of
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long as you offer spare parts or customer support for that product
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You are not required to accept this License in order to receive or
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occurring solely as a consequence of using peer-to-peer transmission
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nothing other than this License grants you permission to propagate or
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10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically
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propagate that work, subject to this License. You are not responsible
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An "entity transaction" is a transaction transferring control of an
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You may not impose any further restrictions on the exercise of the
rights granted or affirmed under this License. For example, you may
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rights granted under this License, and you may not initiate litigation
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A "contributor" is a copyright holder who authorizes use under this
License of the Program or a work on which the Program is based. The
work thus licensed is called the contributor's "contributor version".
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but do not include claims that would be infringed only as a
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available, or (2) arrange to deprive yourself of the benefit of the
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consistent with the requirements of this License, to extend the patent
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in a country, would infringe one or more identifiable patents in that
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in the business of distributing software, under which you make payment
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parties who would receive the covered work from you, a discriminatory
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or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you may
not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
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License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
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by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU General Public License can be used, that proxy's
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to choose that version for the Program.
Later license versions may give you additional or different
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author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
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16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
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:
<program> Copyright (C) <year> <name of author>
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
<https://www.gnu.org/licenses/>.
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
<https://www.gnu.org/licenses/why-not-lgpl.html>.

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love:
zip -9r bats\&pray.love ./*
test: love
love bats\&pray.love
clean:
rm bats\&pray.love
all: love

6
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Game made for Open Jam 2020.
Tools used:
LOVE2D (engine; ZLIB license)
Not much yet.

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Author: Jetrel
Source: https://opengameart.org/content/castle-platformer
License: CC0

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Author: Pix3M
Source: https://opengameart.org/content/pixel-fonts-by-pix3m
License: CC-BY 3.0

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Author: Pix3M
Source: https://opengameart.org/content/pixel-fonts-by-pix3m
License: CC-BY 3.0

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Author: MoikMellah
Source: https://opengameart.org/content/bat-32x32
License: CC0

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Author: MoikMellah
Source: https://opengameart.org/content/animated-birds-32x32
License: CC0

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Author: Revangale
Source: https://opengameart.org/content/owl-and-raven-sprites
License: CC-BY-SA 3.0

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Author: Refuzzle
Source: https://opengameart.org/content/winter-birds
License: CC0

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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

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<TextureAtlas imagePath="sheet.png">
<!--Originally Kenney's asset (it still is). I only replaced 'alienPink_' with '' to make it work with animX and name alienPink.png was changed to idle.png. That's it!!-->
<SubTexture name="alienPink.png" x="70" y="92" width="66" height="92"/>
<SubTexture name="climb1.png" x="70" y="0" width="66" height="92"/>
<SubTexture name="climb2.png" x="135" y="379" width="66" height="92"/>
<SubTexture name="duck.png" x="0" y="380" width="69" height="71"/>
<SubTexture name="hurt.png" x="0" y="288" width="69" height="92"/>
<SubTexture name="jump.png" x="69" y="286" width="67" height="93"/>
<SubTexture name="stand.png" x="69" y="379" width="66" height="92"/>
<SubTexture name="swim1.png" x="0" y="193" width="69" height="95"/>
<SubTexture name="swim2.png" x="0" y="96" width="70" height="97"/>
<SubTexture name="walk1.png" x="69" y="193" width="68" height="93"/>
<SubTexture name="walk2.png" x="0" y="0" width="70" height="96"/>
</TextureAtlas>

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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

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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!!
]]

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<TextureAtlas imageName="animation">
<!--Hey Look I can have comments!-->
<SubTexture name="1" x="267" y="183" width="24" height="24"/>
<SubTexture name="2" x="291" y="183" width="24" height="24"/>
<!--and blank lines too-->
<SubTexture name="3" x="315" y="183" width="24" height="24"/>
<SubTexture name="4" x="339" y="183" width="24" height="24"/>
<whatever name="5" x="363" y="183" width="24" height="24"/>
<!--animX doesn't care about tag names-->
<SubTexture name="6" x="387" y="183" width="24" height="24"/>
<SubTexture name="7" x="411" y="183" width="24" height="24"/>
</TextureAtlas>
<!--however TextureAtlas has special meaning to animX>

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animx=require 'animx'
anim=animx.newAnimation('atlas.png'):setStyle('rough'):loop()
function love.draw()
anim:draw(400,300,0,15,15,24/2,24/2)
end

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animx=require 'animx'
atlases={love.graphics.newImage("tc.png"),love.graphics.newImage("tc.png")}
-- This is how you can create an animation from scratch
smokeAnim=animx.newAnimation{
img=atlases[1],
noOfFrames=17,
tileWidth=30,tileHeight=55,
style='rough',
onCycleOver=function(this) print('Cycle #'..this:getTimes()) end,
onAnimOver=function() print('Animation is over') end,
onAnimStart=function() print('Starting Animation') end,
onAnimRestart=function() print('Restarting Animation') end
}:bounce(5)
--Try tweaking it with something like :rewind(2), :loop(2), :reverse(), :rewind(-1), :loop(-1)
-- Want to add a frame after you have created the animation?
smokeAnim:addFrame(30*7,55,30,55)
-- The above is exactly the same as doing
--smokeAnim:addFrame(love.graphics.newQuad(30*7,55,30,55,smokeAnim:getTexture():getDimensions()))
love.update=function(dt) smokeAnim:update(dt) end
--you could even say animx.update(dt)
function love.draw()
love.graphics.print('Press Left/Right to change style!\nSpace to restart')
smokeAnim:render(400,300,0,10,10,smokeAnim:getWidth()/2,smokeAnim:getHeight()/2)
end
local i=1
function love.keypressed(key)
if key=='escape' then love.event.quit()
elseif key=='space' then smokeAnim:restart()
elseif key=='left' or key=='right' then
i=i+(key=='left' and -1 or 1)
i=i<1 and #atlases or (i>#atlases and 1 or i)
smokeAnim:setAtlas(atlases[i])
end
end

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animx=require 'animx'
evilImg=love.graphics.newImage('alienYellow.png')
--same as saying animx.newAnimatedSprite()
evilChar=animx.newActor() --returns an empty actor with no animations
walkingDir='right'
evilChar:addAnimation('standing',{
img=evilImg, --same as source/image/atlas/spritesheet/texure
interval=1, --same as delay
onAnimOver=function()
evilChar:switch('walking')
evilChar:flipX(walkingDir=='right')
end,
x=69,y=255, --same as offsetX and offsetY
nq=1, --same as noOfQuads
qw=66,qh=82 --same as quadWidth and quadHeight
}):addAnimation('walking',{
img=evilImg,
delay=.5,
quads={
love.graphics.newQuad(0,339,68,83,evilImg:getDimensions()),
love.graphics.newQuad(0,0,70,86,evilImg:getDimensions())
}
}):switch('standing')
evilChar:getAnimation('walking'):onAnimOver(function()
evilChar:switch('standing')
walkingDir=walkingDir=='left' and 'right' or 'left'
end)
--it'd hardly have any effect but just to demonstrate this feature
evilChar:setStyle('smooth')
evilChar:exportToXML('alienYellow.xml')
--See `Exporting Animation` for notes on exporting
love.graphics.setNewFont(25)
function love.draw()
love.graphics.printf("He..he..he (evil laugh)!!\nI can export this Animated Sprite to XML!!",0,20,800,'center')
for i=1,5 do
evilChar:draw(100+150*(i-1),600,0,2,2,evilChar:getWidth()/2,evilChar:getHeight())
end
end

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animx=require 'animx'
anim=animx.newAnimation{
img='glitch_crab.png',
spritesPerRow=6,
interval=.03,
tileHeight=516/4 -- try removing this and adding noOfFrames=24
}:loop()
--[[
Note that unlike 'Working with TileSource' example we don't give
the number of quads cause there's blank space at the end of the animation.
So we leave it nil so that animX would calculate it on it's own
]]
animx.hideWarnings=true --try removing this with animation.xml present
anim:exportToXML('exported/animation.xml')
--[[
Note that animX will ignore any path thatchu give it!
You can see it as a feature or as a bug - up to you!
]]--
love.graphics.setNewFont(25)
function love.draw()
love.graphics.printf("He..he..he!!\nI can export this animation to XML!!",0,130,800,'center')
anim:draw(400,300,0,1,1,108/2,160/2)
end

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animx=require 'animx'
--[[
Since the spritesheet is symmetrical one-rowed tilesource we don't
need to specify anything other then the number of images in the atlas!
(Ofcourse specifying the image is must in any case)
]]
skins={love.graphics.newImage('walk.png'),love.graphics.newImage('walk2.png')}
mushroomAnim=animx.newAnimation{
img=skins[1],
noOfFrames=4
}:loop()
function love.draw()
love.graphics.print("Press any key to change the skin!")
mushroomAnim:draw(368,268)
end
function love.keypressed(key)
mushroomAnim:setAtlas(mushroomAnim:getAtlas()==skins[1] and skins[2] or skins[1])
end

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animx=require 'animx'
alien=animx.newActor():
addAnimation('idle',{
img='front.png'
}):
addAnimation('walking','walk_sheet.png'):
switch('idle'):setStyle('rough')
function love.draw()
love.graphics.print('Press Space to Run')
alien:draw(400,300,0,5,5,alien:getWidth()/2,alien:getHeight()/2)
end
function love.keypressed(key)
if key=='space' then
alien:switch('walking'):getAnimation('walking'):loop():setStyle('rough')
end
end

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<TextureAtlas imageName="whatever">
<SubTexture name="1" x="0" y="0" width="72" height="97"/>
<SubTexture name="2" x="72" y="0" width="72" height="97"/>
<SubTexture name="3" x="144" y="0" width="72" height="97"/>
<SubTexture name="4" x="0" y="97" width="72" height="97"/>
<SubTexture name="5" x="72" y="97" width="72" height="97"/>
<SubTexture name="6" x="144" y="97" width="72" height="97"/>
<SubTexture name="7" x="0" y="194" width="72" height="97"/>
<SubTexture name="8" x="72" y="194" width="72" height="97"/>
<SubTexture name="9" x="144" y="194" width="72" height="97"/>
<SubTexture name="10" x="0" y="291" width="72" height="97"/>
<SubTexture name="11" x="72" y="291" width="72" height="97"/>
</TextureAtlas>

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animx=require 'animx'
--[[
WARNING: Constrain yourself only with the library functions. Don't
be inspired by how I implemented the movement part. We don't do jumping
animation simply because it'd only make the code more difficult to read
You can check up the modern platformer example for that!
]]
characterImage=love.graphics.newImage('character.png')
idleAnim=animx.newAnimation{
img=characterImage,
style='rough',
noOfFrames=1,
tileWidth=16
}
jumpAnim=animx.newAnimation{
img=characterImage,
frames={2,3}, --the animations consists of frame 2 and 3
tileWidth=16
}
walkAnim=animx.newAnimation{
img=characterImage,
startFrom=10,
noOfQuads=2,
delay=.2,
tileWidth=16
}:loop() --Try removing this loop
-- There are atleast three ways to add animations to an actor
--Method 1
alien=animx.newActor{
['idle']=idleAnim,
['walking']=walkAnim
}
:onSwitch(function(this,prevState)
print ((
"I was %s before but I'm %s now!"
):format(prevState,this.current))
end)
:switch('idle')
--Method 2:
alien:addAnimation('jumping',jumpAnim)
--Method 3:
alien:addAnimation('climbing',{
img=characterImage,
frames={6,7}, --another way of adding frames
tileWidth=16
})
alien:getAnimation('climbing'):loop()
ld=love.keyboard
function love.update(dt)
animx.update(dt)
if ld.isDown('right') or ld.isDown('left') then
alien:switch('walking')
alien:flipX(ld.isDown('left'))
alien.x=alien.x+200*dt*(ld.isDown('left') and -1 or 1)
elseif ld.isDown('up') or ld.isDown('down') then
alien:switch('climbing')
alien.y=alien.y+200*dt*(ld.isDown('up') and -1 or 1)
else
for i=1,1000000 do
--I call this function a million times and still no frame-drop!
alien:switch('idle')
--This is because this has no effect if alien is already idle!
end
end
end
--We exploit the fact that an actor in animX has no x and y members!
alien.x,alien.y=400,300
function love.draw()
alien:render(alien.x,alien.y,0,10,10,8,8)
love.graphics.print(love.timer.getFPS())
end

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animx=require 'animx'
function love.load()
down=animx.newAnimation{
img='character.png',
noOfFrames=3,
tileHeight=128/4
}:loop()
left=animx.newAnimation{
style='rough', -- since all sprites will share same image, we only need to set style once!
img='character.png',
startFrom=4, --start from 4 and go on till 4+3=7!!
noOfFrames=3,
tileHeight=128/4
}:loop()
right=animx.newAnimation{
img='character.png',
startFrom=7, --start from 7 and go on till 7+3=10!!
noOfFrames=3,
tileHeight=128/4
}:loop()
up=animx.newAnimation{
img='character.png',
startFrom=10, --start from 10 and go on till 10+3=13!!
noOfFrames=3,
tileHeight=128/4
}:loop()
character=animx.newActor{
['down']=down,
['left']=left,
['right']=right, --> 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 :>)
]]

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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

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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

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<TextureAtlas imageName="spritesheet">
<SubTexture name="walking1" x="0" y="1650" width="332" height="275"/>
<SubTexture name="walking2" x="332" y="1650" width="332" height="275"/>
<SubTexture name="walking3" x="664" y="1650" width="332" height="275"/>
<SubTexture name="walking4" x="996" y="1650" width="332" height="275"/>
<SubTexture name="walking5" x="1328" y="1650" width="332" height="275"/>
<SubTexture name="walking6" x="1660" y="1650" width="332" height="275"/>
<SubTexture name="walking7" x="1992" y="1650" width="332" height="275"/>
<SubTexture name="walking8" x="2324" y="1650" width="332" height="275"/>
<SubTexture name="dying1" x="0" y="550" width="332" height="275"/>
<SubTexture name="dying2" x="332" y="550" width="332" height="275"/>
<SubTexture name="dying3" x="664" y="550" width="332" height="275"/>
<SubTexture name="dying4" x="996" y="550" width="332" height="275"/>
<SubTexture name="dying5" x="1328" y="550" width="332" height="275"/>
<SubTexture name="dying6" x="1660" y="550" width="332" height="275"/>
<SubTexture name="dying7" x="1992" y="550" width="332" height="275"/>
<SubTexture name="dying8" x="2324" y="550" width="332" height="275"/>
<SubTexture name="blinking1" x="0" y="275" width="332" height="275"/>
<SubTexture name="blinking2" x="332" y="275" width="332" height="275"/>
<SubTexture name="blinking3" x="664" y="275" width="332" height="275"/>
<SubTexture name="blinking4" x="996" y="275" width="332" height="275"/>
<SubTexture name="blinking5" x="1328" y="275" width="332" height="275"/>
<SubTexture name="blinking6" x="1660" y="275" width="332" height="275"/>
<SubTexture name="blinking7" x="1992" y="275" width="332" height="275"/>
<SubTexture name="blinking8" x="2324" y="275" width="332" height="275"/>
<SubTexture name="attacking1" x="0" y="0" width="332" height="275"/>
<SubTexture name="attacking2" x="332" y="0" width="332" height="275"/>
<SubTexture name="attacking3" x="664" y="0" width="332" height="275"/>
<SubTexture name="attacking4" x="996" y="0" width="332" height="275"/>
<SubTexture name="attacking5" x="1328" y="0" width="332" height="275"/>
<SubTexture name="attacking6" x="1660" y="0" width="332" height="275"/>
<SubTexture name="attacking7" x="1992" y="0" width="332" height="275"/>
<SubTexture name="attacking8" x="2324" y="0" width="332" height="275"/>
<SubTexture name="jumping1" x="0" y="1375" width="332" height="275"/>
<SubTexture name="jumping2" x="332" y="1375" width="332" height="275"/>
<SubTexture name="hurt1" x="0" y="825" width="332" height="275"/>
<SubTexture name="hurt2" x="332" y="825" width="332" height="275"/>
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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

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# 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:-
<p align='center'>
<img src='Examples/Exporting%20Animation/glitch_crab.png' title="The SpriteSheet for crab animation (Credit- Glitch)"><br/>
</p>
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)
<p align='center'>
<img src='Examples/Importing%20Animation%20from%20XML%20to%20Actor/kenney_asset.png' title="The SpriteSheet for walking animation (Credit- Kenney)"><br/>
</p>
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:
<p align='center'>
<img width=664 height=481 src='Examples/Side%20Scroller/res/spritesheet.png' title="The SpriteSheet for our actor. Sorry about bad packing at some places! (Credit- Segel)"><br/>
</p>
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)

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--[[
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

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--[[
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

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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('<!') and line~="</TextureAtlas>" 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('<!') and line~="</TextureAtlas>" 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('<TextureAtlas imageName="%s">\n',removeExtension(filename)))
for i=1,#self.frames do
x,y,width,height=self.frames[i]:getViewport()
outfile:write(
string.format('\t<SubTexture name="%i" x="%i" y="%i" width="%i" height="%i"/>\n',
i,x,y,width,height
)
)
end
outfile:write("</TextureAtlas>")
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('<TextureAtlas imageName="%s">\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<SubTexture name="%s" x="%i" y="%i" width="%i" height="%i"/>\n',
anim..i,x,y,width,height
)
)
end
end
outfile:write("</TextureAtlas>")
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

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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

21
lib/baton/license.md Normal file
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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.

100
lib/baton/main.lua Normal file
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@ -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

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# 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.

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MIT License
Copyright (c) 2019 Semyon Entsov <swalrus@yandex.ru>
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.

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# center
Center is a simple library that dynamically aligns content to the center of game window.
<img src="https://github.com/S-Walrus/center/blob/master/screenshots/center.png?raw=true" width="256">
## 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.

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--[[
MIT License
Copyright (c) 2019 Semyon Entsov <swalrus@yandex.ru>
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

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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