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sprites.lua
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local gen_spriteset = function(image, gridW, gridH, base_facing, names)
if(type(image) == "string") then
image = love.graphics.newImage(image)
end
image:setFilter("nearest", "nearest")
gridW = gridW or 16
gridH = gridH or 16
local width = image:getWidth()
local height = image:getHeight()
local tile_height = height / global.tile_size
local quads = {}
local namedQuads = {}
for y = 0, height / gridH - 1 do
for x = 0, width / gridW - 1 do
local num = #quads + 1
quads[num] = love.graphics.newQuad(x * gridW, y * gridH, gridW, gridH, width, height)
if (names and names[num]) then namedQuads[names[num]] = quads[num] end
end
end
return {
image = image,
quads = quads,
namedQuads = namedQuads,
base_facing = base_facing,
width = gridW,
height = gridH,
tile_height = tile_height
}
end
Sprites = {}
Sprites.bigguy = gen_spriteset("assets/images/bigguy.png", 16, 32, "right",
{"stand", "walk1", "walk2", "walk3", "turn", "jump"})
Sprites.bigguy.walk_anim = {"walk1", "walk2", "walk3"}
Sprites.bigguy.turn_anim = {"turn", "turn", "walk1", "walk2", "walk3"}
Sprites.lilguy = gen_spriteset("assets/images/lilguy.png", 16, 16, "right",
{"stand", "walk1", "walk2", "walk3", "turn", "jump"})
Sprites.lilguy.walk_anim = {"walk1", "walk2", "walk3"}
Sprites.lilguy.turn_anim = {"turn", "turn", "walk1", "walk2", "walk3"}
Sprites.oldguy = gen_spriteset("assets/images/oldguy.png", 16, 32, "right",
{"stand", "walk1", "walk2", "walk3", "turn", "jump"})
Sprites.oldguy.walk_anim = {"walk1", "walk2", "walk3"}
Sprites.oldguy.turn_anim = {"turn", "turn", "walk1", "walk2", "walk3"}
Sprites.ladyguy = gen_spriteset("assets/images/ladyguy.png", 16, 32, "right",
{"stand", "walk1", "walk2", "walk3", "turn", "jump"})
Sprites.ladyguy.walk_anim = {"walk1", "walk2", "walk3"}
Sprites.ladyguy.turn_anim = {"turn", "turn", "walk1", "walk2", "walk3"}