This commit is contained in:
Bruno Rybársky 2022-03-02 18:36:52 +01:00
parent 4b45c8fba1
commit 347403ad4d
36 changed files with 1822 additions and 0 deletions

16
.vscode/launch.json vendored Normal file

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{
"configurations": [
//run love in current dir
{
"name": "love",
"type": "f5anything",
"request": "launch",
"command": "love --console .",
"stopAtEntry": false,
"cwd": "${workspaceRoot}",
"env": {
"PATH": "${env:PATH}"
}
}
]
}

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"frameTags": [
{ "name": "Jump", "from": 0, "to": 27, "direction": "forward" },
{ "name": "Idle", "from": 28, "to": 29, "direction": "forward" },
{ "name": "Walk_left", "from": 30, "to": 33, "direction": "forward" },
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51
conf.lua Normal file

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function love.conf(t)
t.identity = nil -- The name of the save directory (string)
t.appendidentity = false -- Search files in source directory before save directory (boolean)
t.version = "11.4" -- The LÖVE version this game was made for (string)
t.console = true -- Attach a console (boolean, Windows only)
t.accelerometerjoystick = true -- Enable the accelerometer on iOS and Android by exposing it as a Joystick (boolean)
t.externalstorage = false -- True to save files (and read from the save directory) in external storage on Android (boolean)
t.gammacorrect = true -- Enable gamma-correct rendering, when supported by the system (boolean)
t.audio.mic = false -- Request and use microphone capabilities in Android (boolean)
t.audio.mixwithsystem = true -- Keep background music playing when opening LOVE (boolean, iOS and Android only)
t.window.title = "Weeeeeeeee" -- The window title (string)
t.window.icon = nil -- Filepath to an image to use as the window's icon (string)
t.window.width = 1024 -- The window width (number)
t.window.height = 768 -- The window height (number)
t.window.borderless = false -- Remove all border visuals from the window (boolean)
t.window.resizable = false -- Let the window be user-resizable (boolean)
t.window.minwidth = 1 -- Minimum window width if the window is resizable (number)
t.window.minheight = 1 -- Minimum window height if the window is resizable (number)
t.window.fullscreen = false -- Enable fullscreen (boolean)
t.window.fullscreentype = "desktop" -- Choose between "desktop" fullscreen or "exclusive" fullscreen mode (string)
t.window.vsync = 1 -- Vertical sync mode (number)
t.window.msaa = 0 -- The number of samples to use with multi-sampled antialiasing (number)
t.window.depth = nil -- The number of bits per sample in the depth buffer
t.window.stencil = nil -- The number of bits per sample in the stencil buffer
t.window.display = 1 -- Index of the monitor to show the window in (number)
t.window.highdpi = false -- Enable high-dpi mode for the window on a Retina display (boolean)
t.window.usedpiscale = true -- Enable automatic DPI scaling when highdpi is set to true as well (boolean)
t.window.x = nil -- The x-coordinate of the window's position in the specified display (number)
t.window.y = nil -- The y-coordinate of the window's position in the specified display (number)
t.modules.audio = true -- Enable the audio module (boolean)
t.modules.data = true -- Enable the data module (boolean)
t.modules.event = true -- Enable the event module (boolean)
t.modules.font = true -- Enable the font module (boolean)
t.modules.graphics = true -- Enable the graphics module (boolean)
t.modules.image = true -- Enable the image module (boolean)
t.modules.joystick = true -- Enable the joystick module (boolean)
t.modules.keyboard = true -- Enable the keyboard module (boolean)
t.modules.math = true -- Enable the math module (boolean)
t.modules.mouse = true -- Enable the mouse module (boolean)
t.modules.physics = true -- Enable the physics module (boolean)
t.modules.sound = true -- Enable the sound module (boolean)
t.modules.system = true -- Enable the system module (boolean)
t.modules.thread = true -- Enable the thread module (boolean)
t.modules.timer = true -- Enable the timer module (boolean), Disabling it will result 0 delta time in love.update
t.modules.touch = true -- Enable the touch module (boolean)
t.modules.video = true -- Enable the video module (boolean)
t.modules.window = true -- Enable the window module (boolean)
end

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libs/cron.lua Normal file

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local cron = {
__VERSION = 'cron.lua 2.0.0',
__DESCRIPTION = 'Time-related functions for lua',
__URL = 'https://github.com/kikito/cron.lua',
__LICENSE = [[
Copyright (c) 2011 Enrique García Cota
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.
]]
}
-- Private functions
local function isCallable(callback)
local tc = type(callback)
if tc == 'function' then return true end
if tc == 'table' then
local mt = getmetatable(callback)
return type(mt) == 'table' and type(mt.__call) == 'function'
end
return false
end
local function checkPositiveInteger(name, value)
if type(value) ~= "number" or value < 0 then
error(name .. " must be a positive number")
end
end
local Clock = {}
local Clock_mt = {__index = Clock}
local function newClock(time, callback, update, ...)
checkPositiveInteger('time', time)
assert(isCallable(callback), "callback must be a function")
return setmetatable({
time = time,
callback = callback,
args = {...},
running = 0,
update = update
}, Clock_mt)
end
local function updateAfterClock(self, dt) -- returns true if expired
checkPositiveInteger('dt', dt)
if self.running >= self.time then return true end
self.running = self.running + dt
if self.running >= self.time then
self.callback(unpack(self.args))
return true
end
return false
end
local function updateEveryClock(self, dt)
checkPositiveInteger('dt', dt)
self.running = self.running + dt
while self.running >= self.time do
self.callback(unpack(self.args))
self.running = self.running - self.time
end
return false
end
function Clock:reset(running)
running = running or 0
checkPositiveInteger('running', running)
self.running = running
end
function cron.after(time, callback, ...)
return newClock(time, callback, updateAfterClock, ...)
end
function cron.every(time, callback, ...)
return newClock(time, callback, updateEveryClock, ...)
end
return cron

400
libs/json.lua Normal file

@ -0,0 +1,400 @@
--
-- json.lua
--
-- Copyright (c) 2018 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 = "0.1.1" }
-------------------------------------------------------------------------------
-- 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 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(3, 6), 16 )
local n2 = tonumber( s:sub(9, 12), 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 has_unicode_escape = false
local has_surrogate_escape = false
local has_escape = false
local last
for j = i + 1, #str do
local x = str:byte(j)
if x < 32 then
decode_error(str, j, "control character in string")
end
if last == 92 then -- "\\" (escape char)
if x == 117 then -- "u" (unicode escape sequence)
local hex = str:sub(j + 1, j + 5)
if not hex:find("%x%x%x%x") then
decode_error(str, j, "invalid unicode escape in string")
end
if hex:find("^[dD][89aAbB]") then
has_surrogate_escape = true
else
has_unicode_escape = true
end
else
local c = string.char(x)
if not escape_chars[c] then
decode_error(str, j, "invalid escape char '" .. c .. "' in string")
end
has_escape = true
end
last = nil
elseif x == 34 then -- '"' (end of string)
local s = str:sub(i + 1, j - 1)
if has_surrogate_escape then
s = s:gsub("\\u[dD][89aAbB]..\\u....", parse_unicode_escape)
end
if has_unicode_escape then
s = s:gsub("\\u....", parse_unicode_escape)
end
if has_escape then
s = s:gsub("\\.", escape_char_map_inv)
end
return s, j + 1
else
last = x
end
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

351
libs/peachy.lua Normal file

@ -0,0 +1,351 @@
--- A parser/renderer for Aseprite animations in LÖVE.
-- @classmod peachy
local peachy = {
_VERSION = "1.0.0-alpha",
_DESCRIPTION = "A parser/renderer for Aseprite animations in LÖVE.",
_URL = "https://github.com/josh-perry/peachy",
_LICENSE = [[
MIT License
Copyright (c) 2018 Josh Perry
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 PATH = select('1', ...):match(".+%.") or ""
local json = require(PATH.."libs/json")
local cron = require(PATH.."libs/cron")
peachy.__index = peachy
--- Creates a new Peachy animation object.
--
-- If imageData isn't specified then Peachy will attempt to load it using the
-- filename from the JSON data.
--
-- If no initial tag is set then the object will be paused (i.e. not displayed) with no tag.
-- The animation will start playing immediately once created.
--
-- @usage
-- -- Load the image ourselves and set animation tag to "Spin".
-- -- Will start playing immediately.
-- spinner = peachy.new("spinner.json", love.graphics.newImage("spinner.png"), "Spin")
--
-- @tparam string dataFile a path to an Aseprite JSON file. It is also possible to pass a predecoded table,
-- which is useful for performance when creating large amounts of the same animation.
-- @tparam Image imageData a LÖVE image to animate.
-- @tparam string initialTag the name of the animation tag to use initially.
-- @return the new Peachy object.
function peachy.new(dataFile, imageData, initialTag)
assert(dataFile ~= nil, "No JSON data!")
local self = setmetatable({}, peachy)
--store the path to the passed json file
self.json_path = dataFile
-- check if datafile is a lua table (i.e. pre decoded)
if type(dataFile) == 'table' then
self._jsonData = dataFile
else
-- Read the data
self._jsonData = json.decode(love.filesystem.read(dataFile))
end
-- Load the image
self.image = imageData or love.graphics.newImage(self._jsonData.meta.image)
self:_checkImageSize()
self:_initializeFrames()
self:_initializeTags()
self.paused = true
self.tag = nil
self.tagName = nil
self.direction = nil
if initialTag then
self:setTag(initialTag)
self.paused = false
end
return self
end
--- Switch to a different animation tag.
-- In the case that we're attempting to switch to the animation currently playing,
-- nothing will happen.
--
-- @tparam string tag the animation tag name to switch to.
function peachy:setTag(tag)
assert(tag, "No animation tag specified!")
assert(self.frameTags[tag], "Tag "..tag.." not found in frametags!")
if self.tag == self.frameTags[tag] then
return
end
self.tagName = tag
self.tag = self.frameTags[self.tagName]
self.frameIndex = nil
self.direction = self.tag.direction
if self.direction == "pingpong" then
self.direction = "forward"
end
self:nextFrame()
end
--- Jump to a particular frame index (1-based indexes) in the current animation.
--
-- Errors if the frame is outside the tag's frame range.
--
-- @usage
-- -- Go to the 4th frame
-- sound:setFrame(4)
--
-- @tparam number frame the frame index to jump to.
function peachy:setFrame(frame)
if frame < 1 or frame > #self.tag.frames then
error("Frame "..frame.." is out of range of tag '"..self.tagName.."' (1.."..#self.tag.frames..")")
end
self.frameIndex = frame
self.frame = self.tag.frames[self.frameIndex]
self.frameTimer = cron.after(self.frame.duration, self.nextFrame, self)
end
--- Get the current frame of the current animation
-- @usage
-- Get the 2nd frame
-- local f = sound:getFrame()
--
function peachy:getFrame()
return self.frameIndex
end
--- Get the json path passed in the object
-- @usage
-- Get the (string) JSON path
-- local str_json = obj:getJSON()
--
function peachy:getJSON()
return self.json_path
end
--- Draw the animation's current frame in a specified location.
-- @tparam number x the x position.
-- @tparam number y the y position.
-- @tparam number rot the rotation to draw at.
-- @tparam number sx the x scaling.
-- @tparam number sy the y scaling.
-- @tparam number ox the origin offset x.
-- @tparam number oy the origin offset y.
function peachy:draw(x, y, rot, sx, sy, ox, oy)
if not self.frame then
return
end
love.graphics.draw(self.image, self.frame.quad, x, y, rot or 0, sx or 1, sy or 1, ox or 0, oy or 0)
end
--- Update the animation.
-- @tparam number dt frame delta. Should be called from love.update and given the dt.
function peachy:update(dt)
assert(dt, "No dt passed into update!")
if self.paused then
return
end
-- If we're trying to play an animation and it's nil or hasn't been set up
-- properly then error
assert(self.tag, "No animation tag has been set!")
assert(self.frameTimer, "Frame timer hasn't been initialized!")
-- Update timer in milliseconds since that's how Aseprite stores durations
self.frameTimer:update(dt * 1000)
end
--- Move to the next frame.
-- Internal: unless you want to skip frames, this generally will not ever
-- need to be called manually.
function peachy:nextFrame()
local forward = self.direction == "forward"
if forward then
self.frameIndex = (self.frameIndex or 0) + 1
else
self.frameIndex = (self.frameIndex or #self.tag.frames + 1) - 1
end
-- Looping
if forward and self.frameIndex > #self.tag.frames then
if self.tag.direction == "pingpong" then
self:_pingpongBounce()
else
self.frameIndex = 1
end
self:call_onLoop()
elseif not forward and self.frameIndex < 1 then
if self.tag.direction == "pingpong" then
self:_pingpongBounce()
else
self.frameIndex = #self.tag.frames
self:call_onLoop()
end
end
-- Get next frame
self.frame = self.tag.frames[self.frameIndex]
self.frameTimer = cron.after(self.frame.duration, self.nextFrame, self)
end
--- Check for callbacks
function peachy:call_onLoop()
if self.callback_onLoop then self.callback_onLoop(unpack(self.args_onLoop)) end
end
--- Pauses the animation.
function peachy:pause()
self.paused = true
end
--- Unpauses the animation.
function peachy:play()
self.paused = false
end
--- Stops the animation (pause it then return to first frame or last if specified)
function peachy:stop(onLast)
local index = 1
self.paused = true
if onLast then index = #self.tag.frames end
self:setFrame(index)
end
--- Adds a callback function that will be called when the animation loops
function peachy:onLoop(fn, ...)
self.callback_onLoop = fn
self.args_onLoop = {...}
end
--- Toggle between playing/paused.
function peachy:togglePlay()
if self.paused then
self:play()
else
self:pause()
end
end
--- Provides width stored in the metadata of a current frame
function peachy:getWidth()
return self._jsonData.frames[self.frameIndex].frame.w
end
--- Provides height stored in the metadata of a current frame
function peachy:getHeight()
return self._jsonData.frames[self.frameIndex].frame.h
end
--- Provides dimensions stored in the metadata of a current frame
function peachy:getDimensions()
return self:getWidth(), self:getHeight()
end
--- Internal: handles the ping-pong animation type.
--
-- Should only be called when we actually want to bounce.
-- Swaps the direction.
function peachy:_pingpongBounce()
-- We need to increment/decrement frame index by 2 because
-- at this point we've already gone to the next frame
if self.direction == "forward" then
self.direction = "reverse"
self.frameIndex = self.frameIndex - 2
else
self.direction = "forward"
self.frameIndex = self.frameIndex + 2
end
end
--- Internal: loads all of the frames
--
-- Loads quads and frame duration data from the JSON.
--
-- Called from peachy.new
function peachy:_initializeFrames()
assert(self._jsonData ~= nil, "No JSON data!")
assert(self._jsonData.meta ~= nil, "No metadata in JSON!")
assert(self._jsonData.frames ~= nil, "No frame data in JSON!")
-- Initialize all the quads
self.frames = {}
for _, frameData in ipairs(self._jsonData.frames) do
local frame = {}
local fd = frameData.frame
frame.quad = love.graphics.newQuad(fd.x, fd.y, fd.w, fd.h, self._jsonData.meta.size.w, self._jsonData.meta.size.h)
frame.duration = frameData.duration
table.insert(self.frames, frame)
end
end
--- Internal: loads all of the animation tags
--
-- Called from peachy.new
function peachy:_initializeTags()
assert(self._jsonData ~= nil, "No JSON data!")
assert(self._jsonData.meta ~= nil, "No metadata in JSON!")
assert(self._jsonData.meta.frameTags ~= nil, "No frame tags in JSON! Make sure you exported them in Aseprite!")
self.frameTags = {}
for _, frameTag in ipairs(self._jsonData.meta.frameTags) do
local ft = {}
ft.direction = frameTag.direction
ft.frames = {}
for frame = frameTag.from + 1, frameTag.to + 1 do
table.insert(ft.frames, self.frames[frame])
end
self.frameTags[frameTag.name] = ft
end
end
--- Internal: checks that the loaded image size matches the metadata
--
-- Called from peachy.new
function peachy:_checkImageSize()
local imageWidth, imageHeight = self._jsonData.meta.size.w, self._jsonData.meta.size.h
assert(imageWidth == self.image:getWidth(), "Image width metadata doesn't match actual width of file")
assert(imageHeight == self.image:getHeight(), "Image height metadata doesn't match actual height of file")
end
return peachy

38
main.lua Normal file

@ -0,0 +1,38 @@
--load peachy
peachy = require("libs/peachy")
--load player
player = require("modules/player")
--load content_loader
local content_loader = require("modules/content_loader")
spritesheets = content_loader.spritesheets
sound_effects = content_loader.sound_effects
backgrounds = content_loader.backgrounds
music = content_loader.music
--load globals
local globals = require("modules/globals")
local game = globals.game
--load draw_callback
draw_mod = require("modules/draw_callback")
local draw_callback = draw_mod.draw
local drawerinit = draw_mod.drawerinit
--load update_callback
update_mod = require("modules/update_callback")
local update_callback = update_mod.update
local updateinit = update_mod.updateinit
drawerinit(spritesheets, player, game)
updateinit(game)
player:init(sound_effects, spritesheets, game)
function love.draw()
draw_callback()
end
function love.update(dt)
update_callback(dt)
end

@ -0,0 +1,64 @@
--import media
--import spritesheets
local spritesheets = {}
--load jsons
--load player jumping
spritesheets["player_jump"] = peachy.new("assets/images/spritesheets/player.json", love.graphics.newImage("assets/images/spritesheets/player.png"), "Jump")
--load player walking left
spritesheets["player_walk_left"] = peachy.new("assets/images/spritesheets/player.json", love.graphics.newImage("assets/images/spritesheets/player.png"), "Walk_left")
--load player walking right
spritesheets["player_walk_right"] = peachy.new("assets/images/spritesheets/player.json", love.graphics.newImage("assets/images/spritesheets/player.png"), "Walk_right")
--load player idle
spritesheets["player_idle"] = peachy.new("assets/images/spritesheets/player.json", love.graphics.newImage("assets/images/spritesheets/player.png"), "Idle")
--load player dying
spritesheets["player_die"] = peachy.new("assets/images/spritesheets/player.json", love.graphics.newImage("assets/images/spritesheets/player.png"), "Die")
--load player DEFAULT
spritesheets["player_default"] = peachy.new("assets/images/spritesheets/player.json", love.graphics.newImage("assets/images/spritesheets/player.png"), "Default")
--load backgrounds
local backgrounds = {}
for i, file in ipairs(love.filesystem.getDirectoryItems("assets/images/backgrounds")) do
if file:find(".png") then
--load backgrounds
print(i)
backgrounds[i] = love.graphics.newImage("assets/images/backgrounds/"..file)
end
end
--load sound effects
local sound_effects = {}
for i, file in ipairs(love.filesystem.getDirectoryItems("assets/sounds/effects")) do
if file:find(".ogg") then
--load sound effects
local keyname = file:gsub(".ogg", "")
sound = love.audio.newSource("assets/sounds/effects/"..file, "static")
sound_effects[keyname] = {}
sound_effects[keyname].volume = 1
sound_effects[keyname].timer = love.timer.getTime()
sound_effects[keyname].first_play = true
sound_effects[keyname].sound = sound
sound_effects[keyname].duration = sound:getDuration()
sound_effects[keyname].timer_min = sound:getDuration() * 2
sound_effects[keyname].play = function(self)
if (love.timer.getTime() - self.timer) >= self.timer_min or self.first_play then
self.timer = love.timer.getTime()
self.first_play = false
self.sound:setVolume(self.volume)
self.sound:play()
end
end
end
end
--load music
local music = {}
for i, file in ipairs(love.filesystem.getDirectoryItems("assets/sounds/music")) do
if file:find(".ogg") then
--load music
music[file:sub(1, -5)] = love.audio.newSource("assets/sounds/music/"..file, "stream")
end
end
return {
spritesheets = spritesheets,
backgrounds = backgrounds,
sound_effects = sound_effects,
music = music
}

33
modules/draw_callback.lua Normal file

@ -0,0 +1,33 @@
local spritesheets = {}
local player = {}
local game = {}
function drawerinit(spritesheetst, playert, gamex)
spritesheets = spritesheetst
player = playert
game = gamex
end
local function draw()
--draw background
love.graphics.draw(backgrounds[game.level], 0, 0)
--draw player_animation
player.animation:draw(player.x, player.y)
if player.state == "idle" then
spritesheets["player_idle"]:draw(player.x, player.y)
elseif player.state == "walk_left" then
spritesheets["player_walk_left"]:draw(player.x, player.y)
elseif player.state == "walk_right" then
spritesheets["player_walk_right"]:draw(player.x, player.y)
elseif player.state == "jump" then
spritesheets["player_jump"]:draw(player.x, player.y)
elseif player.state == "die" then
spritesheets["player_die"]:draw(player.x, player.y)
else
spritesheets["player_default"]:draw(player.x, player.y)
end
end
return {
drawerinit = drawerinit,
draw = draw
}

13
modules/globals.lua Normal file

@ -0,0 +1,13 @@
local game = {}
game.debug = true
game.width = 1024
game.height = 768
game.title = "Weeeeeeeee"
game.version = "0.0.1"
game.fullscreen = false
game.level = 1
game.die_animation_elapsed = false
return {
game = game
}

80
modules/player.lua Normal file

@ -0,0 +1,80 @@
local player = {}
player.x = 0
player.y = 500
player.width = 160
player.height = 160
player.speed = 200
player.jump_height = 500
player.state = "idle"
player.direction = "right"
player.alive = true
player.init = function(self, sound_effects, spritesheets, game)
self.sound_effects = sound_effects
self.spritesheets = spritesheets
self.game = game
player.animation = spritesheets["player_idle"]
end
player.walk_right = function(self, dt)
if self.x < self.game.width - self.width and self.alive then
self.x = self.x + self.speed * dt
self.state = "walk_right"
self.direction = "right"
self.animation = self.spritesheets["player_walk_right"]
end
end
player.walk_left = function(self, dt)
if self.x > 0 and self.alive then
self.x = self.x - self.speed * dt
self.state = "walk_left"
self.direction = "left"
self.animation = self.spritesheets["player_walk_left"]
end
end
player.jump = function(self, dt)
if self.y > 0 and self.alive then
self.y = self.y - self.jump_height * dt
self.state = "jump"
self.animation = self.spritesheets["player_jump"]
self.sound_effects["jump"]:play()
end
end
player.down = function(self, dt)
if self.y < self.game.height - self.height and self.alive then
self.y = self.y + self.jump_height * dt
self.state = "jump"
self.animation = self.spritesheets["player_jump"]
self.sound_effects["jump"]:play()
end
end
player.die = function(self, dt)
if self.alive then
self.alive = false
self.state = "die"
self.animation = self.spritesheets["player_die"]
self.sound_effects["die"]:play()
die_animation_elapsed = false
end
end
player.revive = function(self, dt)
if not self.alive then
self.alive = true
self.state = "idle"
self.animation = self.spritesheets["player_default"]
self.sound_effects["revive"]:play()
die_animation_elapsed = false
end
end
player.idle = function(self, dt)
if self.alive then
self.state = "idle"
self.animation = self.spritesheets["player_idle"]
end
end
player.default = function(self, dt)
if self.alive then
self.state = "default"
self.animation = self.spritesheets["player_default"]
end
end
return player

@ -0,0 +1,54 @@
local game = {}
local function updateinit(gamex)
game = gamex
end
local function update(dt)
--update player_animation
if spritesheets["player_die"]:getFrame() ~= 16 and not game.die_animation_elapsed then
spritesheets["player_die"]:update(dt)
else
game.die_animation_elapsed = true
end
if player.alive then
spritesheets["player_jump"]:update(dt)
spritesheets["player_walk_left"]:update(dt)
spritesheets["player_walk_right"]:update(dt)
spritesheets["player_idle"]:update(dt)
spritesheets["player_default"]:update(dt)
end
--get keyboard
local key = love.keyboard.isDown
--move player
if key("d") then
player:walk_right(dt)
elseif key("a") then
player:walk_left(dt)
else
player:idle(dt)
end
--jump player
if key("w") then
player:jump(dt)
end
if game.debug then
if key("s") then
player:down(dt)
end
if key("f") then
--die
player:die(dt)
game.die_animation_elapsed = false
elseif key("g") then
--revive player
player:revive(dt)
game.die_animation_elapsed = false
end
end
end
return {
update = update,
updateinit = updateinit
}

97
test.tldr Normal file

@ -0,0 +1,97 @@
{
"document": {
"id": "doc",
"name": "New Document",
"version": 15.3,
"pages": {
"page": {
"id": "page",
"name": "Page 1",
"childIndex": 1,
"shapes": {
"feba193a-4518-4953-0fd0-31a3c7550237": {
"id": "feba193a-4518-4953-0fd0-31a3c7550237",
"type": "draw",
"name": "Draw",
"parentId": "page",
"childIndex": 1,
"point": [
786,
360.5
],
"rotation": 0,
"style": {
"color": "black",
"size": "small",
"isFilled": false,
"dash": "draw",
"scale": 1
},
"points": [
[
0,
0,
0.5
],
[
0,
0,
0.5
]
],
"isComplete": true
},
"c3e4d223-d03e-4cd0-278b-53b9ae1164f0": {
"id": "c3e4d223-d03e-4cd0-278b-53b9ae1164f0",
"type": "draw",
"name": "Draw",
"parentId": "page",
"childIndex": 2,
"point": [
2315.63,
1240.9
],
"rotation": 0,
"style": {
"color": "black",
"size": "small",
"isFilled": false,
"dash": "draw",
"scale": 1
},
"points": [
[
0,
0,
0.5
],
[
0,
0,
0.5
]
],
"isComplete": true
}
},
"bindings": {}
}
},
"pageStates": {
"page": {
"id": "page",
"selectedIds": [],
"camera": {
"point": [
0,
-79.5
],
"zoom": 1
},
"editingId": null
}
},
"assets": {}
},
"assets": {}
}