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temp: add animated sprites

This commit is contained in:
Rokas Puzonas 2022-07-22 09:09:18 +00:00
parent 4c400f5370
commit 513ad6d119
8 changed files with 852 additions and 2 deletions

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@ -1,5 +1,8 @@
{
"$schema": "https://raw.githubusercontent.com/sumneko/vscode-lua/master/setting/schema.json",
"Lua.diagnostics.disable": [
"param-type-mismatch"
],
"Lua.runtime.version": "LuaJIT",
"Lua.workspace.checkThirdParty": false,
"Lua.workspace.library": [

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@ -1,6 +1,6 @@
local map = vim.api.nvim_set_keymap
map('n', '<leader>l', ":execute 'silent !kitty love src &' | redraw!<cr>", {
map('n', '<leader>l', ":execute 'silent !kitty -d src love . &' | redraw!<cr>", {
silent = true,
noremap = true
})

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<?xml version="1.0" encoding="UTF-8"?>
<map version="1.9" tiledversion="1.9.0" orientation="orthogonal" renderorder="right-down" width="30" height="20" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="1">
<editorsettings>
<export target="test.lua" format="lua"/>
</editorsettings>
<tileset firstgid="1" source="../tilesets/test.tsx"/>
<layer id="1" name="walls" width="30" height="20">
<data encoding="csv">
1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2147483649,2147483649,2147483649,0,0,0,0,1,
1,0,0,0,0,1,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,2147483649,2147483649,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,1,1,0,0,0,0,1,0,0,0,0,0,0,0,2147483649,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0,2147483649,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0,2147483649,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0,2147483649,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,1,0,0,0,2147483649,2147483649,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,1,1,0,0,0,0,1,0,0,0,1,0,0,0,0,2147483649,2147483649,2147483649,0,0,0,0,1,
1,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,1,
1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,
1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1
</data>
</layer>
<objectgroup id="2" name="spawnpoints"/>
</map>

Binary file not shown.

353
src/lib/ase-loader.lua Normal file
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--[[
MIT License
Copyright (c) 2021 Pedro Lucas (github.com/elloramir)
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.
]]--
-- sizes in bytes
local BYTE = 1
local WORD = 2
local SHORT = 2
local DWORD = 4
local LONG = 4
local FIXED = 4
-- parse data/text to number
local function read_num(data, size)
local bytes = data:read(size)
local hex = ""
for i = size, 1, -1 do
local char = string.sub(bytes, i, i)
hex = hex .. string.format("%02X", string.byte(char))
end
return tonumber(hex, 16)
end
-- return a string by it size
local function read_string(data)
local length = read_num(data, WORD)
return data:read(length)
end
local function grab_header(data)
local header = {}
header.file_size = read_num(data, DWORD)
header.magic_number = read_num(data, WORD)
if header.magic_number ~= 0xA5E0 then
error("Not a valid aseprite file")
end
header.frames_number = read_num(data, WORD)
header.width = read_num(data, WORD)
header.height = read_num(data, WORD)
header.color_depth = read_num(data, WORD)
header.opacity = read_num(data, DWORD)
header.speed = read_num(data, WORD)
-- skip
read_num(data, DWORD * 2)
header.palette_entry = read_num(data, BYTE)
-- skip
read_num(data, BYTE * 3)
header.number_color = read_num(data, WORD)
header.pixel_width = read_num(data, BYTE)
header.pixel_height = read_num(data, BYTE)
header.grid_x = read_num(data, SHORT)
header.grid_y = read_num(data, SHORT)
header.grid_width = read_num(data, WORD)
header.grid_height = read_num(data, WORD)
-- skip
read_num(data, BYTE * 84)
-- to the future
header.frames = {}
return header
end
local function grab_frame_header(data)
local frame_header = {}
frame_header.bytes_size = read_num(data, DWORD)
frame_header.magic_number = read_num(data, WORD)
if frame_header.magic_number ~= 0xF1FA then
error("Corrupted file")
end
local old_chunks = read_num(data, WORD)
frame_header.frame_duration = read_num(data, WORD)
-- skip
read_num(data, BYTE * 2)
-- if 0, use old chunks as chunks
local new_chunks = read_num(data, DWORD)
if new_chunks == 0 then
frame_header.chunks_number = old_chunks
else
frame_header.chunks_number = new_chunks
end
-- to the future
frame_header.chunks = {}
return frame_header
end
local function grab_color_profile(data)
local color_profile = {}
color_profile.type = read_num(data, WORD)
color_profile.uses_fixed_gama = read_num(data, WORD)
color_profile.fixed_game = read_num(data, FIXED)
-- skip
read_num(data, BYTE * 8)
if color_profile.type ~= 1 then
error("No suported color profile, use sRGB")
end
return color_profile
end
local function grab_palette(data)
local palette = {}
palette.entry_size = read_num(data, DWORD)
palette.first_color = read_num(data, DWORD)
palette.last_color = read_num(data, DWORD)
palette.colors = {}
-- skip
read_num(data, BYTE * 8)
for i = 1, palette.entry_size do
local has_name = read_num(data, WORD)
palette.colors[i] = {
color = {
read_num(data, BYTE),
read_num(data, BYTE),
read_num(data, BYTE),
read_num(data, BYTE)}}
if has_name == 1 then
palette.colors[i].name = read_string(data)
end
end
return palette
end
local function grab_old_palette(data)
local palette = {}
palette.packets = read_num(data, WORD)
palette.colors_packet = {}
for i = 1, palette.packets do
palette.colors_packet[i] = {
entries = read_num(data, BYTE),
number = read_num(data, BYTE),
colors = {}}
for j = 1, palette.colors_packet[i].number do
palette.colors_packet[i][j] = {
read_num(data, BYTE),
read_num(data, BYTE),
read_num(data, BYTE)}
end
end
return palette
end
local function grab_layer(data)
local layer = {}
layer.flags = read_num(data, WORD)
layer.type = read_num(data, WORD)
layer.child_level = read_num(data, WORD)
layer.width = read_num(data, WORD)
layer.height = read_num(data, WORD)
layer.blend = read_num(data, WORD)
layer.opacity = read_num(data, BYTE)
-- skip
read_num(data, BYTE * 3)
layer.name = read_string(data)
return layer
end
local function grab_cel(data, size)
local cel = {}
cel.layer_index = read_num(data, WORD)
cel.x = read_num(data, WORD)
cel.y = read_num(data, WORD)
cel.opacity_level = read_num(data, BYTE)
cel.type = read_num(data, WORD)
read_num(data, BYTE * 7)
if cel.type == 2 then
cel.width = read_num(data, WORD)
cel.height = read_num(data, WORD)
cel.data = data:read(size - 26)
end
return cel
end
local function grab_tags(data)
local tags = {}
tags.number = read_num(data, WORD)
tags.tags = {}
-- skip
read_num(data, BYTE * 8)
for i = 1, tags.number do
tags.tags[i] = {
from = read_num(data, WORD),
to = read_num(data, WORD),
direction = read_num(data, BYTE),
extra_byte = read_num(data, BYTE),
color = read_num(data, BYTE * 3),
skip_holder = read_num(data, BYTE * 8),
name = read_string(data)}
end
return tags
end
local function grab_slice(data)
local slice = {}
slice.key_numbers = read_num(data, DWORD)
slice.keys = {}
slice.flags = read_num(data, DWORD)
-- reserved?
read_num(data, DWORD)
slice.name = read_string(data)
for i = 1, slice.key_numbers do
slice.keys[i] = {
frame = read_num(data, DWORD),
x = read_num(data, DWORD),
y = read_num(data, DWORD),
width = read_num(data, DWORD),
height = read_num(data, DWORD)}
if slice.flags == 1 then
slice.keys[i].center_x = read_num(data, DWORD)
slice.keys[i].center_y = read_num(data, DWORD)
slice.keys[i].center_width = read_num(data, DWORD)
slice.keys[i].center_height = read_num(data, DWORD)
elseif slice.flags == 2 then
slice.keys[i].pivot_x = read_num(data, DWORD)
slice.keys[i].pivot_y = read_num(data, DWORD)
end
end
return slice
end
local function grab_user_data(data)
local user_data = {}
user_data.flags = read_num(data, DWORD)
if user_data.flags == 1 then
user_data.text = read_string(data)
elseif user_data.flags == 2 then
user_data.colors = read_num(data, BYTE * 4)
end
return user_data
end
local function grab_chunk(data)
local chunk = {}
chunk.size = read_num(data, DWORD)
chunk.type = read_num(data, WORD)
if chunk.type == 0x2007 then
chunk.data = grab_color_profile(data)
elseif chunk.type == 0x2019 then
chunk.data = grab_palette(data)
elseif chunk.type == 0x0004 then
chunk.data = grab_old_palette(data)
elseif chunk.type == 0x2004 then
chunk.data = grab_layer(data)
elseif chunk.type == 0x2005 then
chunk.data = grab_cel(data, chunk.size)
elseif chunk.type == 0x2018 then
chunk.data = grab_tags(data)
elseif chunk.type == 0x2022 then
chunk.data = grab_slice(data)
elseif chunk.type == 0x2020 then
chunk.data = grab_user_data(data)
end
return chunk
end
local function ase_loader(src)
local data = io.open(src, "rb")
assert(data, "can't open " .. src)
local ase = {}
-- parse header
ase.header = grab_header(data)
-- parse frames
for i = 1, ase.header.frames_number do
ase.header.frames[i] = grab_frame_header(data)
-- parse frames chunks
for j = 1, ase.header.frames[i].chunks_number do
ase.header.frames[i].chunks[j] = grab_chunk(data)
end
end
data.close()
return ase
end
return ase_loader

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src/lib/json.lua Normal file
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--
-- json.lua
--
-- Copyright (c) 2020 rxi
--
-- 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 json = { _version = "0.1.2" }
-------------------------------------------------------------------------------
-- Encode
-------------------------------------------------------------------------------
local encode
local escape_char_map = {
[ "\\" ] = "\\",
[ "\"" ] = "\"",
[ "\b" ] = "b",
[ "\f" ] = "f",
[ "\n" ] = "n",
[ "\r" ] = "r",
[ "\t" ] = "t",
}
local escape_char_map_inv = { [ "/" ] = "/" }
for k, v in pairs(escape_char_map) do
escape_char_map_inv[v] = k
end
local function escape_char(c)
return "\\" .. (escape_char_map[c] or string.format("u%04x", c:byte()))
end
local function encode_nil(val)
return "null"
end
local function encode_table(val, stack)
local res = {}
stack = stack or {}
-- Circular reference?
if stack[val] then error("circular reference") end
stack[val] = true
if rawget(val, 1) ~= nil or next(val) == nil then
-- Treat as array -- check keys are valid and it is not sparse
local n = 0
for k in pairs(val) do
if type(k) ~= "number" then
error("invalid table: mixed or invalid key types")
end
n = n + 1
end
if n ~= #val then
error("invalid table: sparse array")
end
-- Encode
for i, v in ipairs(val) do
table.insert(res, encode(v, stack))
end
stack[val] = nil
return "[" .. table.concat(res, ",") .. "]"
else
-- Treat as an object
for k, v in pairs(val) do
if type(k) ~= "string" then
error("invalid table: mixed or invalid key types")
end
table.insert(res, encode(k, stack) .. ":" .. encode(v, stack))
end
stack[val] = nil
return "{" .. table.concat(res, ",") .. "}"
end
end
local function encode_string(val)
return '"' .. val:gsub('[%z\1-\31\\"]', escape_char) .. '"'
end
local function encode_number(val)
-- Check for NaN, -inf and inf
if val ~= val or val <= -math.huge or val >= math.huge then
error("unexpected number value '" .. tostring(val) .. "'")
end
return string.format("%.14g", val)
end
local type_func_map = {
[ "nil" ] = encode_nil,
[ "table" ] = encode_table,
[ "string" ] = encode_string,
[ "number" ] = encode_number,
[ "boolean" ] = tostring,
}
encode = function(val, stack)
local t = type(val)
local f = type_func_map[t]
if f then
return f(val, stack)
end
error("unexpected type '" .. t .. "'")
end
function json.encode(val)
return ( encode(val) )
end
-------------------------------------------------------------------------------
-- Decode
-------------------------------------------------------------------------------
local parse
local function create_set(...)
local res = {}
for i = 1, select("#", ...) do
res[ select(i, ...) ] = true
end
return res
end
local space_chars = create_set(" ", "\t", "\r", "\n")
local delim_chars = create_set(" ", "\t", "\r", "\n", "]", "}", ",")
local escape_chars = create_set("\\", "/", '"', "b", "f", "n", "r", "t", "u")
local literals = create_set("true", "false", "null")
local literal_map = {
[ "true" ] = true,
[ "false" ] = false,
[ "null" ] = nil,
}
local function next_char(str, idx, set, negate)
for i = idx, #str do
if set[str:sub(i, i)] ~= negate then
return i
end
end
return #str + 1
end
local function decode_error(str, idx, msg)
local line_count = 1
local col_count = 1
for i = 1, idx - 1 do
col_count = col_count + 1
if str:sub(i, i) == "\n" then
line_count = line_count + 1
col_count = 1
end
end
error( string.format("%s at line %d col %d", msg, line_count, col_count) )
end
local function codepoint_to_utf8(n)
-- http://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&id=iws-appendixa
local f = math.floor
if n <= 0x7f then
return string.char(n)
elseif n <= 0x7ff then
return string.char(f(n / 64) + 192, n % 64 + 128)
elseif n <= 0xffff then
return string.char(f(n / 4096) + 224, f(n % 4096 / 64) + 128, n % 64 + 128)
elseif n <= 0x10ffff then
return string.char(f(n / 262144) + 240, f(n % 262144 / 4096) + 128,
f(n % 4096 / 64) + 128, n % 64 + 128)
end
error( string.format("invalid unicode codepoint '%x'", n) )
end
local function parse_unicode_escape(s)
local n1 = tonumber( s:sub(1, 4), 16 )
local n2 = tonumber( s:sub(7, 10), 16 )
-- Surrogate pair?
if n2 then
return codepoint_to_utf8((n1 - 0xd800) * 0x400 + (n2 - 0xdc00) + 0x10000)
else
return codepoint_to_utf8(n1)
end
end
local function parse_string(str, i)
local res = ""
local j = i + 1
local k = j
while j <= #str do
local x = str:byte(j)
if x < 32 then
decode_error(str, j, "control character in string")
elseif x == 92 then -- `\`: Escape
res = res .. str:sub(k, j - 1)
j = j + 1
local c = str:sub(j, j)
if c == "u" then
local hex = str:match("^[dD][89aAbB]%x%x\\u%x%x%x%x", j + 1)
or str:match("^%x%x%x%x", j + 1)
or decode_error(str, j - 1, "invalid unicode escape in string")
res = res .. parse_unicode_escape(hex)
j = j + #hex
else
if not escape_chars[c] then
decode_error(str, j - 1, "invalid escape char '" .. c .. "' in string")
end
res = res .. escape_char_map_inv[c]
end
k = j + 1
elseif x == 34 then -- `"`: End of string
res = res .. str:sub(k, j - 1)
return res, j + 1
end
j = j + 1
end
decode_error(str, i, "expected closing quote for string")
end
local function parse_number(str, i)
local x = next_char(str, i, delim_chars)
local s = str:sub(i, x - 1)
local n = tonumber(s)
if not n then
decode_error(str, i, "invalid number '" .. s .. "'")
end
return n, x
end
local function parse_literal(str, i)
local x = next_char(str, i, delim_chars)
local word = str:sub(i, x - 1)
if not literals[word] then
decode_error(str, i, "invalid literal '" .. word .. "'")
end
return literal_map[word], x
end
local function parse_array(str, i)
local res = {}
local n = 1
i = i + 1
while 1 do
local x
i = next_char(str, i, space_chars, true)
-- Empty / end of array?
if str:sub(i, i) == "]" then
i = i + 1
break
end
-- Read token
x, i = parse(str, i)
res[n] = x
n = n + 1
-- Next token
i = next_char(str, i, space_chars, true)
local chr = str:sub(i, i)
i = i + 1
if chr == "]" then break end
if chr ~= "," then decode_error(str, i, "expected ']' or ','") end
end
return res, i
end
local function parse_object(str, i)
local res = {}
i = i + 1
while 1 do
local key, val
i = next_char(str, i, space_chars, true)
-- Empty / end of object?
if str:sub(i, i) == "}" then
i = i + 1
break
end
-- Read key
if str:sub(i, i) ~= '"' then
decode_error(str, i, "expected string for key")
end
key, i = parse(str, i)
-- Read ':' delimiter
i = next_char(str, i, space_chars, true)
if str:sub(i, i) ~= ":" then
decode_error(str, i, "expected ':' after key")
end
i = next_char(str, i + 1, space_chars, true)
-- Read value
val, i = parse(str, i)
-- Set
res[key] = val
-- Next token
i = next_char(str, i, space_chars, true)
local chr = str:sub(i, i)
i = i + 1
if chr == "}" then break end
if chr ~= "," then decode_error(str, i, "expected '}' or ','") end
end
return res, i
end
local char_func_map = {
[ '"' ] = parse_string,
[ "0" ] = parse_number,
[ "1" ] = parse_number,
[ "2" ] = parse_number,
[ "3" ] = parse_number,
[ "4" ] = parse_number,
[ "5" ] = parse_number,
[ "6" ] = parse_number,
[ "7" ] = parse_number,
[ "8" ] = parse_number,
[ "9" ] = parse_number,
[ "-" ] = parse_number,
[ "t" ] = parse_literal,
[ "f" ] = parse_literal,
[ "n" ] = parse_literal,
[ "[" ] = parse_array,
[ "{" ] = parse_object,
}
parse = function(str, idx)
local chr = str:sub(idx, idx)
local f = char_func_map[chr]
if f then
return f(str, idx)
end
decode_error(str, idx, "unexpected character '" .. chr .. "'")
end
function json.decode(str)
if type(str) ~= "string" then
error("expected argument of type string, got " .. type(str))
end
local res, idx = parse(str, next_char(str, 1, space_chars, true))
idx = next_char(str, idx, space_chars, true)
if idx <= #str then
decode_error(str, idx, "trailing garbage")
end
return res
end
return json

View File

@ -132,7 +132,10 @@ function Player:spawnPlayer()
vel = Vec(0, 0),
acc = Vec(),
sprite = {},
sprite = {
name = "player",
variant = "walk"
},
friction = 0.998,
speed = 800,
bolt_count = 10,

View File

@ -1,5 +1,76 @@
local pprint = require("lib.pprint")
local aseLoader = require("lib.ase-loader")
local Sprite = {}
-- TODO: Maybe add a texture atlas library for packing frame data
-- TODO: For production maybe use another type of loader? (https://github.com/elloramir/packer, https://github.com/EngineerSmith/Runtime-TextureAtlas)
local function loadAsepriteSprite(path)
local sprite = {}
local ase = aseLoader(path)
sprite.width = ase.header.width
sprite.height = ase.header.height
sprite.variants = {}
local FRAME_DATA_CHUNK = 0x2005
local FRAME_TAG_CHUNK = 0x2018
local frames = {}
local tags = {}
local default_variant
for _, frame in ipairs(ase.header.frames) do
for _, chunk in ipairs(frame.chunks) do
if chunk.type == FRAME_DATA_CHUNK then
print("frame data")
local cel = chunk.data
local buffer = love.data.decompress("data", "zlib", cel.data)
local data = love.image.newImageData(cel.width, cel.height, "rgba8", buffer)
local image = love.graphics.newImage(data)
local canvas = love.graphics.newCanvas(sprite.width, sprite.height)
-- you need to draw in a canvas before.
-- frame images can be of different sizes
-- but never bigger than the header width and height
love.graphics.setCanvas(canvas)
love.graphics.draw(image, cel.x, cel.y)
love.graphics.setCanvas()
table.insert(frames, {
image = canvas,
duration = frame.frame_duration / 1000
})
elseif chunk.type == FRAME_TAG_CHUNK then
for i, tag in ipairs(chunk.data.tags) do
-- first tag as default
if i == 1 then
default_variant = tag.name
end
-- aseprite use 0 notation to begin
-- but in lua, everthing starts in 1
tag.to = tag.to + 1
tag.from = tag.from + 1
tag.frames = tag.to - tag.from
tags[tag.name] = tag
end
end
end
end
pprint(tags)
pprint(frames)
return sprite
end
local all_sprites = {}
all_sprites.player = loadAsepriteSprite("data/sprites/player.aseprite")
function Sprite:addToWorld(group, e)
if group ~= "sprite" then return end
end
function Sprite:draw()
for _, e in ipairs(self.pool.groups.sprite.entities) do
love.graphics.setColor(1, 1, 1)