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https://github.com/tanema/light_world.lua.git
synced 2024-12-24 20:24:19 +00:00
fixed creation of bodies so that they all use x and y as the center point and not center and topleft
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parent
29436e4207
commit
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@ -81,7 +81,7 @@ function love.draw()
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love.graphics.rectangle("fill", -x/scale, -y/scale, love.graphics.getWidth()/scale, love.graphics.getHeight()/scale)
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love.graphics.rectangle("fill", -x/scale, -y/scale, love.graphics.getWidth()/scale, love.graphics.getHeight()/scale)
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animation:drawAnimation()
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animation:drawAnimation()
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animation2:draw(image, 200, 100)
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animation2:draw(image, 200, 30)
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end)
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end)
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love.graphics.pop()
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love.graphics.pop()
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end
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end
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26
lib/body.lua
26
lib/body.lua
@ -80,9 +80,6 @@ function body:init(id, type, ...)
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self.img = args[1]
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self.img = args[1]
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self.x = args[2] or 0
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self.x = args[2] or 0
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self.y = args[3] or 0
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self.y = args[3] or 0
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self.ix = 0
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self.iy = 0
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self.width, self.height = 16, 16
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self.animations = {}
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self.animations = {}
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self.castsNoShadow = true
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self.castsNoShadow = true
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self:generateNormalMapFlat("top")
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self:generateNormalMapFlat("top")
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@ -153,14 +150,19 @@ function body:newGrid(frameWidth, frameHeight, imageWidth, imageHeight, left, to
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end
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end
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-- frameWidth, frameHeight, imageWidth, imageHeight, left, top, border
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-- frameWidth, frameHeight, imageWidth, imageHeight, left, top, border
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function body:addAnimation(name, frames, durations, onLoop)
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function body:addAnimation(name, frames, durations, onLoop)
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self.current_animation_name = self.current_animation_name or name
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self.animations[name] = anim8.newAnimation(frames, durations, onLoop)
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self.animations[name] = anim8.newAnimation(frames, durations, onLoop)
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self.animation = self.animations[self.current_animation_name]
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if not self.current_animation_name then
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self:setAnimation(name)
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end
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end
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end
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function body:setAnimation(name)
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function body:setAnimation(name)
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self.current_animation_name = name
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self.current_animation_name = name
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self.animation = self.animations[self.current_animation_name]
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self.animation = self.animations[self.current_animation_name]
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local frame = self.animation.frames[self.animation.position]
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_,_,self.width, self.height = frame:getViewport()
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end
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end
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function body:gotoFrame(frame) self.animation:gotoFrame(frame) end
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function body:gotoFrame(frame) self.animation:gotoFrame(frame) end
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@ -172,9 +174,15 @@ function body:pauseAtEnd() self.animation:pauseAtEnd() end
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function body:pauseAtStart() self.animation:pauseAtStart() end
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function body:pauseAtStart() self.animation:pauseAtStart() end
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function body:update(dt)
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function body:update(dt)
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if self.type == "animation" and self.animation then
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local frame = self.animation.frames[self.animation.position]
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local frame = self.animation.frames[self.animation.position]
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_,_,self.width, self.height = frame:getViewport()
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_,_,self.width, self.height = frame:getViewport()
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self.imgWidth, self.imgHeight = self.width, self.height
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self.normalWidth, self.normalHeight = self.width, self.height
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self.ix, self.iy = self.imgWidth * 0.5,self.imgHeight * 0.5
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self.nx, self.ny = self.ix, self.iy
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self.animation:update(dt)
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self.animation:update(dt)
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end
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end
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end
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-- set position
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-- set position
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@ -293,11 +301,14 @@ function body:setPoints(...)
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if px > self.width then self.width = px end
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if px > self.width then self.width = px end
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if py > self.height then self.height = py end
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if py > self.height then self.height = py end
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end
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end
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-- normalize width and height
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self.width = self.width - self.x
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self.width = self.width - self.x
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self.height = self.height - self.y
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self.height = self.height - self.y
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for i = 1, #points, 2 do
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for i = 1, #points, 2 do
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points[i], points[i+1] = points[i] - self.x, points[i+1] - self.y
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points[i], points[i+1] = points[i] - self.x, points[i+1] - self.y
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end
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end
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self.x = self.x + (self.width * 0.5)
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self.y = self.y + (self.height * 0.5)
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poly_canvas = love.graphics.newCanvas(self.width, self.height)
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poly_canvas = love.graphics.newCanvas(self.width, self.height)
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util.drawto(poly_canvas, 0, 0, 1, function()
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util.drawto(poly_canvas, 0, 0, 1, function()
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@ -312,7 +323,6 @@ function body:setPoints(...)
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--wrapping with polygon normals causes edges to show
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--wrapping with polygon normals causes edges to show
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--also we do not need wrapping for this default normal map
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--also we do not need wrapping for this default normal map
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self.normal:setWrap("clamp", "clamp")
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self.normal:setWrap("clamp", "clamp")
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self.nx, self.ny = 0, 0
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self:setShadowType('polygon', ...)
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self:setShadowType('polygon', ...)
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end
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end
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@ -507,14 +517,14 @@ function body:isInRange(l, t, w, h, s)
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end
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end
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function body:drawAnimation()
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function body:drawAnimation()
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self.animation:draw(self.img, self.x, self.y)
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self.animation:draw(self.img, self.x - self.ix, self.y - self.iy)
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end
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end
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function body:drawNormal()
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function body:drawNormal()
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if not self.refraction and not self.reflection and self.normalMesh then
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if not self.refraction and not self.reflection and self.normalMesh then
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love.graphics.setColor(255, 255, 255)
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love.graphics.setColor(255, 255, 255)
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if self.type == 'animation' then
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if self.type == 'animation' then
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self.animation:draw(self.normal, self.x, self.y)
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self.animation:draw(self.normal, self.x - self.nx, self.y - self.ny)
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else
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else
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love.graphics.draw(self.normalMesh, self.x - self.nx, self.y - self.ny)
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love.graphics.draw(self.normalMesh, self.x - self.nx, self.y - self.ny)
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end
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end
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