Animation: fixed

This commit is contained in:
Erkki Seppälä 2014-10-19 03:26:23 +03:00
parent 7b37ad716e
commit ffa3909887

View file

@ -6,31 +6,32 @@ Animation = Class{
frames = {},
curFrame = 0
curFrame = 0,
init = function(self, x, y, level, basename, numFrames, fps)
Entity.init(self, x, y, level)
for frame = 0,numFrames - 1 do
for frame = 0, numFrames - 1 do
self.frames[frame] = love.graphics.newImage(string.format(basename, frame))
end
self.fps = fps
self.angle = 0
self.width = self.frames[0].getWidth();
self.height = self.frames[0].getHeight();
self.x = x
self.y = y
self.width = self.frames[0]:getWidth();
self.height = self.frames[0]:getHeight();
self.quad = love.graphics.newQuad(0, 0, self.width, self.height, self.width, self.height)
end;
draw = function(self)
if self.health > 0 then
local img = self.frames[math.floor(curFrame)]
if img then
love.graphics.draw(self.frames[0], self.quad, 0, 0, self.angle, 1, 1, self.width / 2, self.width / 2)
end
local img = self.frames[math.floor(self.curFrame)]
if img then
love.graphics.draw(img, self.quad, self.x, self.y, self.angle, 1, 1, self.width / 2, self.width / 2)
end
end;
update = function(self, dt)
curFrame += dt * fps
self.curFrame = self.curFrame + dt * self.fps
end;
}