local data = require("data") local pprint = require("lib.pprint") 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) function Sprite:addToWorld(group, e) if group ~= "sprite" then return end local sprite = data.sprites[e.sprite.variant] assert(sprite, ("Attempt to draw unknown sprite: %s"):format(e.sprite.name)) end function Sprite:update(dt) for _, e in ipairs(self.pool.groups.sprite.entities) do local sprite = data.sprites[e.sprite.name] if sprite then local variant = sprite.variants[e.sprite.variant or "default"] e.sprite.timer = (e.sprite.timer or 0) + dt if variant then local frame = variant[e.sprite.frame] if not frame then frame = variant[1] end if e.sprite.timer > frame.duration then e.sprite.timer = e.sprite.timer % 0.1 e.sprite.frame = (e.sprite.frame or 1) % #variant + 1 end end end end end function Sprite:draw() love.graphics.setColor(1, 1, 1) for _, e in ipairs(self.pool.groups.sprite.entities) do local sprite = data.sprites[e.sprite.name] assert(sprite, ("Attempt to draw unknown sprite: %s"):format(e.sprite.name)) if not e.hidden then local variant = sprite.variants[e.sprite.variant or "default"] if variant and e.sprite.frame then local frame = variant[e.sprite.frame] if not frame then frame = variant[1] end local sx = 1 if e.sprite.flip then sx = -1 end love.graphics.draw( frame.image, e.pos.x, e.pos.y, 0, sx, 1, sprite.width/2, sprite.height/2 ) end end end end return Sprite