bzr branch
http://9ix.org/bzr/ld26
1
by Josh C
zoetrope 1.4 |
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-- Class: Animation |
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-- An animation displays a sequence of frames. If you do not specify |
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-- a width and height for the sprite, it will size itself so that |
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-- it is a square, where each side is as tall as the source image's height. |
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-- |
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-- |
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-- Event: onEndSequence |
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-- Called whenever an animation sequence ends. It is passed the name |
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-- of the sequence that just ended. |
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-- |
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-- Extends: |
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-- <Sprite> |
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Animation = Sprite:extend{ |
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-- Property: paused |
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-- Set this to true to freeze the animation on the current frame. |
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paused = false, |
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-- Property: sequences |
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-- A lookup table of sequences. Each one is stored by name and has |
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-- the following properties: |
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-- * name - string name for the sequence. |
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-- * frames - table of frames to display. The first frame in the sheet is at index 1. |
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-- * fps - frames per second. |
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-- * loops - does the animation loop? defaults to true |
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sequences = {}, |
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-- Property: image |
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-- A string filename to the image to use as a sprite strip. A sprite |
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-- strip can have multiple rows of frames. |
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-- Property: currentSequence |
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-- A reference to the current animation sequence table. |
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-- Property: currentName |
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-- The name of the current animation sequence. |
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-- Property: currentFrame |
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-- The current frame being displayed; starts at 1. |
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-- Property: frameIndex |
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-- Numeric index of the current frame in the current sequence; starts at 1. |
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-- Property: frameTimer |
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-- Time left before the animation changes to the next frame in seconds. |
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-- Normally you shouldn't need to change this directly. |
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-- private property: used to check whether the source image |
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-- for our quad is up-to-date |
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_set = {}, |
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-- private property imageObj: actual Image instance used to draw |
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-- this is normally set via the image property, but you may set it directly |
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-- so long as you never change that image property afterwards. |
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new = function (self, obj) |
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obj = obj or {} |
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self:extend(obj) |
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obj:updateQuad() |
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if obj.onNew then obj:onNew() end |
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return obj |
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end, |
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-- Method: play |
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-- Begins playing an animation in the sprite's library. |
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-- If the animation is already playing, this has no effect. |
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-- |
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-- Arguments: |
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-- name - name of the animation |
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-- |
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-- Returns: |
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-- nothing |
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play = function (self, name) |
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if self.currentName == name and not self.paused then |
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return |
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end |
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assert(self.sequences[name], 'no animation sequence named "' .. name .. '"') |
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self.currentName = name |
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self.currentSequence = self.sequences[name] |
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self.frameIndex = 0 |
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self.frameTimer = 0 |
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self.paused = false |
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end, |
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-- Method: freeze |
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-- Freezes the animation on the specified frame. |
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-- |
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-- Arguments: |
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-- * index - integer frame index relative to the entire sprite sheet, |
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-- starts at 1. If omitted, this freezes the current frame. |
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-- If there is no current frame, this freezes on the first frame. |
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-- |
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-- Returns: |
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-- nothing |
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freeze = function (self, index) |
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if self.currentSequence then |
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index = index or self.currentSequence[self.frameIndex] |
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end |
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index = index or self.currentFrame or 1 |
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if self._set.image ~= self.image then |
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self:updateQuad() |
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end |
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self.currentFrame = index |
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self:updateFrame(index) |
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self.paused = true |
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end, |
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-- private method: updateQuad |
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-- sets up the sprite's quad property based on the image; |
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-- needs to be called whenever the sprite's image property changes. |
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-- |
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-- Arguments: |
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-- none |
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-- |
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-- Returns: |
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-- nothing |
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updateQuad = function (self) |
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if self.image then |
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self._imageObj = Cached:image(self.image) |
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if not self.width then self.width = self._imageObj:getHeight() end |
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if not self.height then self.height = self.width end |
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self._quad = love.graphics.newQuad(0, 0, self.width, self.height, |
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self._imageObj:getWidth(), self._imageObj:getHeight()) |
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self._imageWidth = self._imageObj:getWidth() |
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self._set.image = self.image |
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end |
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end, |
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-- private method: updateFrame |
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-- changes the sprite's quad property based on the current frame; |
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-- needs to be called whenever the sprite's currentFrame property changes. |
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-- |
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-- Arguments: |
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-- none |
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-- |
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-- Returns: |
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-- nothing |
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updateFrame = function (self) |
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assert(type(self.currentFrame) == 'number', "current frame is not a number") |
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assert(self.image, "asked to set the frame of a nil image") |
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if self._set.image ~= self.image then |
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self:updateQuad() |
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end |
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local frameX = (self.currentFrame - 1) * self.width |
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local viewportX = frameX % self._imageWidth |
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local viewportY = self.height * math.floor(frameX / self._imageWidth) |
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self._quad:setViewport(viewportX, viewportY, self.width, self.height) |
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end, |
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update = function (self, elapsed) |
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-- move the animation frame forward |
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if self.currentSequence and not self.paused then |
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self.frameTimer = self.frameTimer - elapsed |
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if self.frameTimer <= 0 then |
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self.frameIndex = self.frameIndex + 1 |
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if self.frameIndex > #self.currentSequence.frames then |
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if self.onEndSequence then self:onEndSequence(self.currentName) end |
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if self.currentSequence.loops ~= false then |
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self.frameIndex = 1 |
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else |
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self.frameIndex = self.frameIndex - 1 |
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self.paused = true |
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end |
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end |
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self.currentFrame = self.currentSequence.frames[self.frameIndex] |
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self:updateFrame() |
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self.frameTimer = 1 / self.currentSequence.fps |
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end |
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end |
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Sprite.update(self, elapsed) |
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end, |
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draw = function (self, x, y) |
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x = math.floor(x or self.x) |
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y = math.floor(y or self.y) |
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if STRICT then |
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assert(type(x) == 'number', 'visible animation does not have a numeric x property') |
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assert(type(y) == 'number', 'visible animation does not have a numeric y property') |
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assert(type(self.width) == 'number', 'visible animation does not have a numeric width property') |
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assert(type(self.height) == 'number', 'visible animation does not have a numeric height property') |
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end |
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if not self.visible or not self.image or self.alpha <= 0 then return end |
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-- if our image changed, update the quad |
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if self._set.image ~= self.image then |
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self:updateQuad() |
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end |
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-- set color if needed |
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local colored = self.alpha ~= 1 or self.tint[1] ~= 1 or self.tint[2] ~= 1 or self.tint[3] ~= 1 |
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if colored then |
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love.graphics.setColor(self.tint[1] * 255, self.tint[2] * 255, self.tint[3] * 255, self.alpha * 255) |
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end |
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-- draw the quad |
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local scaleX = self.scale * self.distort.x |
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local scaleY = self.scale * self.distort.y |
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if self.flipX then scaleX = scaleX * -1 end |
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if self.flipY then scaleY = scaleY * -1 end |
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love.graphics.drawq(self._imageObj, self._quad, x + self.width / 2, y + self.height / 2, self.rotation, |
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scaleX, scaleY, self.width / 2, self.height / 2) |
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-- reset color |
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if colored then |
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love.graphics.setColor(255, 255, 255, 255) |
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end |
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end, |
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__tostring = function (self) |
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local result = 'Animation (x: ' .. self.x .. ', y: ' .. self.y .. |
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', w: ' .. self.width .. ', h: ' .. self.height .. ', ' |
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if self.currentName then |
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result = result .. 'playing ' .. self.currentName .. ', ' |
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end |
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result = result .. ' frame ' .. self.currentFrame .. ', ' |
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if self.active then |
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result = result .. 'active, ' |
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else |
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result = result .. 'inactive, ' |
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end |
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if self.visible then |
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result = result .. 'visible, ' |
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else |
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result = result .. 'invisible, ' |
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end |
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if self.solid then |
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result = result .. 'solid' |
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else |
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result = result .. 'not solid' |
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end |
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return result .. ')' |
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end |
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} |