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- --For usage, check out the encounter Lua's EncounterStarting() and Update() functions.
- -- First, we can create the torso, legs and head.
- sanstorso = CreateSprite("sans/sanstorso")
- sanslegs = CreateSprite("sans/sanslegs")
- sanshead = CreateSprite("sans/sanshead1")
- --We parent the torso to the legs, so when you move the legs, the torso moves too.
- --We do the same for attaching the head to the torso.
- sanstorso.SetParent(sanslegs)
- sanshead.SetParent(sanstorso)
- --Now we adjust the height for the individual parts so they look more like a skeleton and less like a pile of bones.
- sanslegs.y = 240
- sanslegs.x = 320
- sanstorso.y = -5 --The torso's height is relative to the legs they're parented to.
- sanshead.y = 40 --The head's height is relative to the torso it's parented to.
- --We set the torso's pivot point to halfway horizontally, and on the bottom vertically,
- --so we can rotate it around the bottom instead of the center.
- sanstorso.SetPivot(0.5, 0)
- --We set the torso's anchor point to the top center. Because the legs are pivoted on the bottom (so rescaling them only makes them move up),
- --we want the torso to move along upwards with them.
- sanstorso.SetAnchor(0.5, 1)
- sanslegs.SetPivot(0.5, 0)
- --Finally, we do some frame-by-frame animation just to show off the feature. You put in a list of sprites,
- --and the time you want a sprite change to take. In this case, it's 1/2 of a second.
- sanshead.SetAnimation({"sans/sanshead1", "sans/sanshead2", "sans/sanshead3"}, 1/2)
- function AnimateSans()
- sanslegs.Scale(1, 1+0.1*math.sin(Time.time*2))
- end
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