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| 1 | --[[ | |
| 2 | GameUtil | |
| 3 | An API for drawing sprites and animations made in NPaintPro | |
| 4 | By NitrogenFingers | |
| 5 | ]]-- | |
| 6 | ||
| 7 | ||
| 8 | --The back buffer. Initialized as nil | |
| 9 | local backbuffer = nil | |
| 10 | --The bounds of the terminal the back buffer displays to | |
| 11 | local tw,th = nil, nil | |
| 12 | ||
| 13 | --[[Constructs a new buffer. This must be done before the buffer can written to. | |
| 14 | Params: terminal:?table = The function table to draw to a screen. By default (nil) this refers | |
| 15 | to the native terminal, but monitor displays can be passed through as well: | |
| 16 | local leftMonitor = peripherals.wrap("left")
| |
| 17 | initializeBuffer(leftMonitor) | |
| 18 | Returns:boolean = True if the buffer was successfully initialized; false otherwise | |
| 19 | ]]-- | |
| 20 | function initializeBuffer(terminal) | |
| 21 | if not terminal then terminal = term end | |
| 22 | if not terminal.getSize then | |
| 23 | error("Parameter cannot be used to initialize the backbuffer.")
| |
| 24 | end | |
| 25 | if not terminal.isColour() then | |
| 26 | error("Parameter does not represent an advanced computer.")
| |
| 27 | end | |
| 28 | ||
| 29 | tw,th = terminal.getSize() | |
| 30 | backbuffer = { }
| |
| 31 | for y=1,th do | |
| 32 | backbuffer[y] = { }
| |
| 33 | end | |
| 34 | return true | |
| 35 | end | |
| 36 | ||
| 37 | --[[Will clear the buffer and reset to nil, or to a colour if provided | |
| 38 | Params: colour:?number = The colour to set the back buffer to | |
| 39 | Returns:nil | |
| 40 | ]]-- | |
| 41 | function clearBuffer(colour) | |
| 42 | if not backbuffer then | |
| 43 | error("Back buffer not yet initialized!")
| |
| 44 | end | |
| 45 | ||
| 46 | for y=1,#backbuffer do | |
| 47 | backbuffer[y] = { }
| |
| 48 | if colour then | |
| 49 | for x=1,tw do | |
| 50 | backbuffer[y][x] = colour | |
| 51 | end | |
| 52 | end | |
| 53 | end | |
| 54 | end | |
| 55 | ||
| 56 | --[[Draws the given entity to the back buffer | |
| 57 | Params: entity:table = the entity to draw to the buffer | |
| 58 | Returns:nil | |
| 59 | ]]-- | |
| 60 | function writeToBuffer(entity) | |
| 61 | if not backbuffer then | |
| 62 | error("Back buffer not yet initialized!")
| |
| 63 | end | |
| 64 | ||
| 65 | local image = nil | |
| 66 | if entity.type == "animation" then | |
| 67 | image = entity.frames[entity.currentFrame] | |
| 68 | else | |
| 69 | image = entity.image | |
| 70 | end | |
| 71 | ||
| 72 | for y=1,image.dimensions.height do | |
| 73 | for x=1,image.dimensions.width do | |
| 74 | if image[y][x] then | |
| 75 | local xpos,ypos = x,y | |
| 76 | if entity.mirror.x then xpos = image.dimensions.width - x + 1 end | |
| 77 | if entity.mirror.y then ypos = image.dimensions.height - y + 1 end | |
| 78 | ||
| 79 | - | backbuffer[entity.y + ypos - 1][entity.x + xpos - 1] |
| 79 | + | --If the YPos doesn't exist, no need to loop through the rest of X! |
| 80 | - | = image[y][x] |
| 80 | + | --Don't you love optimization? |
| 81 | if not backbuffer[entity.y + ypos - 1] then break end | |
| 82 | ||
| 83 | backbuffer[entity.y + ypos - 1][entity.x + xpos - 1] = image[y][x] | |
| 84 | end | |
| 85 | end | |
| 86 | end | |
| 87 | end | |
| 88 | ||
| 89 | --[[Draws the contents of the buffer to the screen. This will not clear the screen or the buffer. | |
| 90 | Params: terminal:table = the terminal to draw to | |
| 91 | Returns:nil | |
| 92 | ]]-- | |
| 93 | function drawBuffer(terminal) | |
| 94 | if not backbuffer then | |
| 95 | error("Back buffer not yet initialized!")
| |
| 96 | end | |
| 97 | if not terminal then terminal = term end | |
| 98 | if not terminal.setCursorPos or not terminal.setBackgroundColour or not terminal.write then | |
| 99 | error("Parameter cannot be used to initialize the backbuffer.")
| |
| 100 | end | |
| 101 | if not terminal.isColour() then | |
| 102 | error("Parameter does not represent an advanced computer.")
| |
| 103 | end | |
| 104 | ||
| 105 | for y=1,math.min(#backbuffer, th) do | |
| 106 | for x=1,tw do | |
| 107 | if backbuffer[y][x] then | |
| 108 | terminal.setCursorPos(x,y) | |
| 109 | terminal.setBackgroundColour(backbuffer[y][x]) | |
| 110 | terminal.write(" ")
| |
| 111 | end | |
| 112 | end | |
| 113 | end | |
| 114 | end | |
| 115 | ||
| 116 | --[[Converts a hex digit into a colour value | |
| 117 | Params: hex:?string = the hex digit to be converted | |
| 118 | Returns:string A colour value corresponding to the hex, or nil if the character is invalid | |
| 119 | ]]-- | |
| 120 | local function getColourOf(hex) | |
| 121 | local value = tonumber(hex, 16) | |
| 122 | if not value then return nil end | |
| 123 | value = math.pow(2,value) | |
| 124 | return value | |
| 125 | end | |
| 126 | ||
| 127 | --[[Converts every pixel of one colour in a given sprite to another colour | |
| 128 | Use for "reskinning". Uses OO function. | |
| 129 | Params: self:sprite = the sprite to reskin | |
| 130 | oldcol:number = the colour to replace | |
| 131 | newcol:number = the new colour | |
| 132 | Returns:nil | |
| 133 | ]]-- | |
| 134 | local function repaintS(self, oldcol, newcol) | |
| 135 | for y=1,self.image.bounds.height do | |
| 136 | for x=1, self.image.bounds.width do | |
| 137 | if self.image[y][x] == oldcol then | |
| 138 | self.image[y][x] = newcol | |
| 139 | end | |
| 140 | end | |
| 141 | end | |
| 142 | end | |
| 143 | ||
| 144 | --[[Converts every pixel of one colour in a given animation to another colour | |
| 145 | Use for "reskinning". Uses OO function. | |
| 146 | Params: self:animation = the animation to reskin | |
| 147 | oldcol:number = the colour to replace | |
| 148 | newcol:number = the new colour | |
| 149 | Returns:nil | |
| 150 | ]]-- | |
| 151 | local function repaintA(self, oldcol, newcol) | |
| 152 | for f=1,#self.frames do | |
| 153 | print(self.frames[f].bounds) | |
| 154 | for y=1,self.frames[f].bounds.height do | |
| 155 | for x=1, self.frames[f].bounds.width do | |
| 156 | if self.frames[f][y][x] == oldcol then | |
| 157 | self.frames[f][y][x] = newcol | |
| 158 | end | |
| 159 | end | |
| 160 | end | |
| 161 | end | |
| 162 | end | |
| 163 | ||
| 164 | --[[Prints the sprite on the screen | |
| 165 | Params: self:sprite = the sprite to draw | |
| 166 | Returns:nil | |
| 167 | ]]-- | |
| 168 | local function drawS(self) | |
| 169 | local image = self.image | |
| 170 | ||
| 171 | for y=1,image.dimensions.height do | |
| 172 | for x=1,image.dimensions.width do | |
| 173 | if image[y][x] then | |
| 174 | local xpos,ypos = x,y | |
| 175 | if self.mirror.x then xpos = image.dimensions.width - x + 1 end | |
| 176 | if self.mirror.y then ypos = image.dimensions.height - y + 1 end | |
| 177 | ||
| 178 | term.setBackgroundColour(image[y][x]) | |
| 179 | term.setCursorPos(self.x + xpos - 1, self.y + ypos - 1) | |
| 180 | term.write(" ")
| |
| 181 | end | |
| 182 | end | |
| 183 | end | |
| 184 | end | |
| 185 | ||
| 186 | --[[Prints the current frame of the animation on screen | |
| 187 | Params: self:anim = the animation to draw | |
| 188 | frame:?number = the specific frame to draw (default self.currentFrame) | |
| 189 | Returns:nil | |
| 190 | ]]-- | |
| 191 | local function drawA(self, frame) | |
| 192 | if not frame then frame = self.currentFrame end | |
| 193 | local image = self.frames[frame] | |
| 194 | ||
| 195 | for y=1,image.dimensions.height do | |
| 196 | for x=1,image.dimensions.width do | |
| 197 | if image[y][x] then | |
| 198 | local xpos,ypos = x,y | |
| 199 | if self.mirror.x then xpos = image.dimensions.width - x + 1 end | |
| 200 | if self.mirror.y then ypos = image.dimensions.height - y + 1 end | |
| 201 | ||
| 202 | term.setBackgroundColour(image[y][x]) | |
| 203 | term.setCursorPos(self.x + xpos - 1, self.y + ypos - 1) | |
| 204 | term.write(" ")
| |
| 205 | end | |
| 206 | end | |
| 207 | end | |
| 208 | end | |
| 209 | ||
| 210 | --[[Checks the animation timer provided to see whether or not the animation needs to be updated. | |
| 211 | If so, it makes the necessary change. | |
| 212 | Params: self:animation = the animation to be updated | |
| 213 | timerID:number = the ID of the most recent timer event | |
| 214 | Returns:bool = true if the animation was update; false otherwise | |
| 215 | ]]-- | |
| 216 | local function updateA(self, timerID) | |
| 217 | if self.timerID and timerID and self.timerID == timerID then | |
| 218 | self.currentFrame = self.currentFrame + 1 | |
| 219 | if self.currentFrame > self.upperBound then | |
| 220 | self.currentFrame = self.lowerBound | |
| 221 | end | |
| 222 | return true | |
| 223 | else | |
| 224 | return false | |
| 225 | end | |
| 226 | end | |
| 227 | ||
| 228 | --[[Moves immediately to the next frame in the sequence, as though an update had been called. | |
| 229 | Params: self:animation = the animation to update | |
| 230 | Returns:nil | |
| 231 | ]]-- | |
| 232 | local function nextA(self) | |
| 233 | self.currentFrame = self.currentFrame + 1 | |
| 234 | if self.currentFrame > self.upperBound then | |
| 235 | self.currentFrame = self.lowerBound | |
| 236 | end | |
| 237 | end | |
| 238 | ||
| 239 | --[[Moves immediately to the previous frame in the sequence | |
| 240 | Params: self:animation = the animation to update | |
| 241 | Returns:nil | |
| 242 | ]]-- | |
| 243 | local function previousA(self) | |
| 244 | self.currentFrame = self.currentFrame - 1 | |
| 245 | if self.currentFrame < self.lowerBound then | |
| 246 | self.currentFrame = self.upperBound | |
| 247 | end | |
| 248 | end | |
| 249 | ||
| 250 | --[[A simple debug function that displays the outline of the bounds | |
| 251 | on a given shape. Useful when testing collision detection or other game | |
| 252 | features. | |
| 253 | Params: entity:table = the bounded entity to represent | |
| 254 | - | error("not implemented yet...")
|
| 254 | + | colour:?number = the colour to draw the rectangle (default red) |
| 255 | Returns:nil | |
| 256 | ]]-- | |
| 257 | local function drawBounds(entity, colour) | |
| 258 | - | type. Bases collision on a pixel occupancy approach. |
| 258 | + | if not colour then colour = colours.red end |
| 259 | local image = nil | |
| 260 | if entity.type == "animation" then image = entity.frames[entity.currentFrame] | |
| 261 | else image = entity.image end | |
| 262 | ||
| 263 | term.setBackgroundColour(colour) | |
| 264 | - | error("not implemented yet..")
|
| 264 | + | |
| 265 | corners = {
| |
| 266 | topleft = { x = entity.x + image.bounds.x - 1, y = entity.y + image.bounds.y - 1 };
| |
| 267 | topright = { x = entity.x + image.bounds.x + image.bounds.width - 2, y = entity.y + image.bounds.y - 1 };
| |
| 268 | botleft = { x = entity.x + image.bounds.x - 1, y = entity.y + image.bounds.y + image.bounds.height - 2 };
| |
| 269 | botright = { x = entity.x + image.bounds.x + image.bounds.width - 2, y = entity.y + image.bounds.y + image.bounds.height - 2 };
| |
| 270 | } | |
| 271 | ||
| 272 | term.setCursorPos(corners.topleft.x, corners.topleft.y) | |
| 273 | term.write(" ")
| |
| 274 | term.setCursorPos(corners.topright.x, corners.topright.y) | |
| 275 | term.write(" ")
| |
| 276 | term.setCursorPos(corners.botleft.x, corners.botleft.y) | |
| 277 | term.write(" ")
| |
| 278 | term.setCursorPos(corners.botright.x, corners.botright.y) | |
| 279 | term.write(" ")
| |
| 280 | end | |
| 281 | ||
| 282 | --[[Creates a bounding rectangle object. Used in drawing the bounds and the rCollidesWith methods | |
| 283 | Params: self:table = the entity to create the rectangle | |
| 284 | Returns:table = the left, right, top and bottom edges of the rectangle | |
| 285 | ]]-- | |
| 286 | local function createRectangle(entity) | |
| 287 | local image = nil | |
| 288 | if entity.type == "animation" then | |
| 289 | image = entity.frames[entity.currentFrame] | |
| 290 | else | |
| 291 | image = entity.image | |
| 292 | end | |
| 293 | --Note that the origin is always 1, so we subtract 1 for every absolute coordinate we have to test. | |
| 294 | return {
| |
| 295 | left = entity.x + image.bounds.x - 1; | |
| 296 | right = entity.x + image.bounds.x + image.bounds.width - 2; | |
| 297 | top = entity.y + image.bounds.y - 1; | |
| 298 | bottom = entity.y + image.bounds.y + image.bounds.height - 2; | |
| 299 | } | |
| 300 | end | |
| 301 | ||
| 302 | --[[Performs a rectangle collision with another given entity. Entity can be of sprite or animation | |
| 303 | type (also true of the self). Bases collision using a least squared approach (rectangle precision). | |
| 304 | Params: self:sprite,animation = the object in question of the testing | |
| 305 | other:sprite,animation = the other object tested for collision | |
| 306 | Returns:bool = true if bounding rectangle intersect is true; false otherwse | |
| 307 | ]]-- | |
| 308 | local function rCollidesWith(self, other) | |
| 309 | --First we construct the rectangles | |
| 310 | local img1C, img2C = createRectangle(self), createRectangle(other) | |
| 311 | ||
| 312 | --We then determine the "relative position" , in terms of which is farther left or right | |
| 313 | leftmost,rightmost,topmost,botmost = nil,nil,nil,nil | |
| 314 | if img1C.left < img2C.left then | |
| 315 | leftmost = img1C | |
| 316 | rightmost = img2C | |
| 317 | else | |
| 318 | leftmost = img2C | |
| 319 | rightmost = img1C | |
| 320 | end | |
| 321 | if img1C.top < img2C.top then | |
| 322 | topmost = img1C | |
| 323 | - | file:close() |
| 323 | + | botmost = img2C |
| 324 | else | |
| 325 | topmost = img2C | |
| 326 | botmost = img1C | |
| 327 | end | |
| 328 | ||
| 329 | --Then we determine the distance between the "extreme" edges- | |
| 330 | --distance between leftmost/right edge and rightmost/left edge | |
| 331 | --distance between topmost/bottom edge and bottommost/top edge | |
| 332 | local xdist = rightmost.left - leftmost.right | |
| 333 | local ydist = botmost.top - topmost.bottom | |
| 334 | ||
| 335 | --If both are negative, our rectangles intersect! | |
| 336 | return xdist <= 0 and ydist <= 0 | |
| 337 | end | |
| 338 | ||
| 339 | --[[Performs a pixel collision test on another given entity. Either entity can be of sprite or animation | |
| 340 | type. This is done coarsegrain-finegrain, we first find the intersection between the rectangles | |
| 341 | (if there is one), and then test the space within that intersection for any intersecting pixels. | |
| 342 | Params: self:sprite,animation = the object in question of the testing | |
| 343 | other:sprite,animation = the other object being tested for collision | |
| 344 | Returns:?number,?number: The X and Y position in which the collision occurred. | |
| 345 | ]]-- | |
| 346 | local function pCollidesWith(self, other) | |
| 347 | --Identically to rCollidesWith, we create our rectangles... | |
| 348 | local img1C, img2C = createRectangle(self), createRectangle(other) | |
| 349 | --We'll also need the images to compare pixels later | |
| 350 | local img1, img2 = nil,nil | |
| 351 | if self.type == "animation" then img1 = self.frames[self.currentFrame] | |
| 352 | else img1 = self.image end | |
| 353 | if other.type == "animation" then img2 = other.frames[other.currentFrame] | |
| 354 | else img2 = other.image end | |
| 355 | ||
| 356 | --...then we position them... | |
| 357 | leftmost,rightmost,topmost,botmost = nil,nil,nil,nil | |
| 358 | --We also keep track of which is left and which is right- it doesn't matter in a rectangle | |
| 359 | --collision but it does in a pixel collision. | |
| 360 | img1T,img2T = {},{}
| |
| 361 | ||
| 362 | if img1C.left < img2C.left then | |
| 363 | leftmost = img1C | |
| 364 | rightmost = img2C | |
| 365 | img1T.left = true | |
| 366 | else | |
| 367 | leftmost = img2C | |
| 368 | rightmost = img1C | |
| 369 | img2T.left = true | |
| 370 | end | |
| 371 | if img1C.top < img2C.top then | |
| 372 | topmost = img1C | |
| 373 | botmost = img2C | |
| 374 | img1T.top = true | |
| 375 | else | |
| 376 | topmost = img2C | |
| 377 | botmost = img1C | |
| 378 | img2T.top = true | |
| 379 | end | |
| 380 | ||
| 381 | --...and we again find the distances between the extreme edges. | |
| 382 | local xdist = rightmost.left - leftmost.right | |
| 383 | local ydist = botmost.top - topmost.bottom | |
| 384 | ||
| 385 | --If these distances are > 0 then we stop- no need to go any farther. | |
| 386 | if xdist > 0 or ydist > 0 then return false end | |
| 387 | ||
| 388 | ||
| 389 | for x = rightmost.left, rightmost.left + math.abs(xdist) do | |
| 390 | for y = botmost.top, botmost.top + math.abs(ydist) do | |
| 391 | --We know a collision has occurred if a pixel is occupied by both images. We do this by | |
| 392 | --first transforming the coordinates based on which rectangle is which, then testing if a | |
| 393 | --pixel is at that point | |
| 394 | -- The leftmost and topmost takes the distance on x and y and removes the upper component | |
| 395 | -- The rightmost and bottommost, being the farther extremes, compare from 1 upwards | |
| 396 | local testX,testY = 1,1 | |
| 397 | if img1T.left then testX = x - img1C.left + 1 | |
| 398 | else testX = x - img1C.left + 1 end | |
| 399 | if img1T.top then testY = y - img1C.top + 1 | |
| 400 | else testY = y - img1C.top + 1 end | |
| 401 | ||
| 402 | local occupy1 = img1[testY + img1.bounds.y-1][testX + img1.bounds.x-1] ~= nil | |
| 403 | ||
| 404 | if img2T.left then testX = x - img2C.left + 1 | |
| 405 | else testX = x - img2C.left + 1 end | |
| 406 | if img2T.top then testY = y - img2C.top + 1 | |
| 407 | else testY = y - img2C.top + 1 end | |
| 408 | ||
| 409 | local occupy2 = img2[testY + img2.bounds.y-1][testX + img2.bounds.x-1] ~= nil | |
| 410 | ||
| 411 | if occupy1 and occupy2 then return true end | |
| 412 | end | |
| 413 | end | |
| 414 | --If the looop terminates without returning, then no pixels overlap | |
| 415 | return false | |
| 416 | end | |
| 417 | ||
| 418 | --[[ | |
| 419 | Sprites Fields: | |
| 420 | x:number = the x position of the sprite in the world | |
| 421 | y:number = the y position of the sprite in the world | |
| 422 | image:table = a table of the image. Indexed by height, a series of sub-tables, each entry being a pixel | |
| 423 | at [y][x]. It also contains: | |
| 424 | bounds:table = | |
| 425 | x:number = the relative x position of the bounding rectangle | |
| 426 | y:number = the relative y position of the bounding rectangle | |
| 427 | width:number = the width of the bounding rectangle | |
| 428 | height:number = the height of the bounding rectangle | |
| 429 | dimensions:table = | |
| 430 | width = the width of the entire image in pixels | |
| 431 | height = the height of the entire image in pixels | |
| 432 | ||
| 433 | mirror:table = | |
| 434 | x:bool = whether or not the image is mirrored on the X axis | |
| 435 | y:bool = whether or not the image is mirrored on the Y axis | |
| 436 | repaint:function = see repaintS (above) | |
| 437 | rCollidesWith:function = see rCollidesWith (above) | |
| 438 | pCollidesWith:function = see pCollidesWith (above) | |
| 439 | draw:function = see drawS (above) | |
| 440 | ]]-- | |
| 441 | ||
| 442 | --[[Loads a new sprite into a table, and returns it to the user. | |
| 443 | Params: path:string = the absolute path to the desired sprite | |
| 444 | x:number = the initial X position of the sprite | |
| 445 | y:number = the initial Y position of the sprite | |
| 446 | ]]-- | |
| 447 | function loadSprite(path, x, y) | |
| 448 | local sprite = {
| |
| 449 | type = "sprite", | |
| 450 | x = x, | |
| 451 | y = y, | |
| 452 | image = { },
| |
| 453 | mirror = { x = false, y = false }
| |
| 454 | } | |
| 455 | ||
| 456 | if fs.exists(path) then | |
| 457 | local file = io.open(path, "r" ) | |
| 458 | local leftX, rightX = math.huge, 0 | |
| 459 | local topY, botY = nil,nil | |
| 460 | ||
| 461 | local lcount = 0 | |
| 462 | for line in file:lines() do | |
| 463 | lcount = lcount+1 | |
| 464 | table.insert(sprite.image, {})
| |
| 465 | for i=1,#line do | |
| 466 | if string.sub(line, i, i) ~= " " then | |
| 467 | leftX = math.min(leftX, i) | |
| 468 | rightX = math.max(rightX, i) | |
| 469 | if not topY then topY = lcount end | |
| 470 | botY = lcount | |
| 471 | end | |
| 472 | sprite.image[#sprite.image][i] = getColourOf(string.sub(line,i,i)) | |
| 473 | end | |
| 474 | end | |
| 475 | file:close() | |
| 476 | ||
| 477 | sprite.image.bounds = {
| |
| 478 | x = leftX, | |
| 479 | width = rightX - leftX + 1, | |
| 480 | y = topY, | |
| 481 | height = botY - topY + 1 | |
| 482 | } | |
| 483 | sprite.image.dimensions = {
| |
| 484 | width = rightX, | |
| 485 | height = botY | |
| 486 | } | |
| 487 | ||
| 488 | sprite.x = sprite.x - leftX + 1 | |
| 489 | sprite.y = sprite.y - topY + 1 | |
| 490 | ||
| 491 | sprite.repaint = repaintS | |
| 492 | sprite.rCollidesWith = rCollidesWith | |
| 493 | sprite.pCollidesWith = pCollidesWith | |
| 494 | sprite.draw = drawS | |
| 495 | return sprite | |
| 496 | else | |
| 497 | error(path.." not found!") | |
| 498 | end | |
| 499 | end | |
| 500 | ||
| 501 | --Animations contain | |
| 502 | --Everything a sprite contains, but the image is a series of frames, not just one image | |
| 503 | --An timerID that tracks the last animation | |
| 504 | --An upper and lower bound on the active animation | |
| 505 | --An update method that takes a timer event and updates the animation if necessary | |
| 506 | ||
| 507 | --[[ | |
| 508 | ||
| 509 | ]]-- | |
| 510 | function loadAnimation(path, x, y, currentFrame) | |
| 511 | local anim = {
| |
| 512 | type = "animation", | |
| 513 | x = x, | |
| 514 | y = y, | |
| 515 | frames = { },
| |
| 516 | mirror = { x = false, y = false },
| |
| 517 | currentFrame = currentFrame | |
| 518 | } | |
| 519 | ||
| 520 | table.insert(anim.frames, { })
| |
| 521 | if fs.exists(path) then | |
| 522 | local file = io.open(path, "r") | |
| 523 | local leftX, rightX = math.huge, 0 | |
| 524 | local topY, botY = nil,nil | |
| 525 | ||
| 526 | local lcount = 0 | |
| 527 | for line in file:lines() do | |
| 528 | lcount = lcount+1 | |
| 529 | local cFrame = #anim.frames | |
| 530 | print("["..line.."]")
| |
| 531 | if line == "~" then | |
| 532 | print(leftX," ",rightX," ",topY," ",botY) | |
| 533 | anim.frames[cFrame].bounds = {
| |
| 534 | x = leftX, | |
| 535 | y = topY, | |
| 536 | width = rightX - leftX + 1, | |
| 537 | height = botY - topY + 1 | |
| 538 | } | |
| 539 | anim.frames[cFrame].dimensions = {
| |
| 540 | width = rightX, | |
| 541 | height = botY | |
| 542 | } | |
| 543 | table.insert(anim.frames, { })
| |
| 544 | leftX, rightX = math.huge, 0 | |
| 545 | topY, botY = nil,nil | |
| 546 | lcount = 0 | |
| 547 | else | |
| 548 | table.insert(anim.frames[cFrame], {})
| |
| 549 | for i=1,#line do | |
| 550 | if string.sub(line, i, i) ~= " " then | |
| 551 | leftX = math.min(leftX, i) | |
| 552 | rightX = math.max(rightX, i) | |
| 553 | if not topY then topY = lcount end | |
| 554 | botY = lcount | |
| 555 | end | |
| 556 | anim.frames[cFrame][#anim.frames[cFrame]] [i] = getColourOf(string.sub(line,i,i)) | |
| 557 | end | |
| 558 | end | |
| 559 | end | |
| 560 | file:close() | |
| 561 | local cFrame = #anim.frames | |
| 562 | anim.frames[cFrame].bounds = {
| |
| 563 | x = leftX, | |
| 564 | y = topY, | |
| 565 | width = rightX - leftX + 1, | |
| 566 | height = botY - topY + 1 | |
| 567 | } | |
| 568 | ||
| 569 | if not currentFrame or type(currentFrame) ~= "number" or currentFrame < 1 or | |
| 570 | currentFrame > #anim.frames then | |
| 571 | anim.currentFrame = 1 | |
| 572 | end | |
| 573 | ||
| 574 | print("continue")
| |
| 575 | os.pullEvent("key")
| |
| 576 | ||
| 577 | anim.timerID = nil | |
| 578 | anim.lowerBound = 1 | |
| 579 | anim.upperBound = #anim.frames | |
| 580 | anim.updating = false | |
| 581 | ||
| 582 | anim.repaint = repaintA | |
| 583 | anim.rCollidesWith = rCollidesWith | |
| 584 | anim.pCollidesWith = pCollidesWith | |
| 585 | anim.draw = drawA | |
| 586 | anim.update = updateA | |
| 587 | anim.next = nextA | |
| 588 | anim.previous = previousA | |
| 589 | return anim | |
| 590 | else | |
| 591 | error(path.." not found!") | |
| 592 | end | |
| 593 | end |