BatsAndPray/lib/animx/Examples/RPG Animation/main.lua
Jaidyn Ann 227b231992 Init
2020-09-18 23:10:01 -05:00

61 lines
1.8 KiB
Lua

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 :>)
]]