local gfx = love.graphics
return{
new = function( Image, Animation, Time)
return{
current_frame = 1,
current_anim = 1,
image = Image,
a = Animation,
play = false,
time = Time or 0,2,
counter = 0,
update = function(dt)
if play then
counter = counter + dt
if counter >= time then
counter = 0
current_frame = current_frame + 1
end
if current_frame > #a[current_anim] then
current_frame = 1
end
else
end
end,
play = function()
play = true
end,
stop = function()
play = false
end,
set_animation = function(anim)
if anim > #a then error("there is no animation ", anim) return end
current_anim = anim
end,
draw = function(data)
gfx.draw(image, a[current_anim][current_frame], data[1], data[2])
end
}
end
}
在我看来,我确实给了" a"一个值 - 一个包含一组图像的表,我通过第二个参数分配。
-----
local quad = love.graphics.newQuad
local anim_data = {
quad(0,0, 32, 48, 192, 256),
quad(32,0, 32, 48, 192, 256),
quad(64,0, 32, 48, 192, 256),
quad(96,0, 32, 48, 192, 256),
quad(129,0, 32, 48, 192, 256),
quad(162,0, 32, 48, 192, 256)
}
local image = love.graphics.newImage("images/player_animation.png")
image:setFilter("nearest","nearest")
这里我应该给出一个'一个'值
animation = require("animations"):new(
image,
{
{ -- idle
anim_data[1]
},
{ -- walk
anim_data[2],
anim_data[3],
anim_data[4],
anim_data[5],
anim_data[6]
},
},
0.2
)
animation.play()
抱歉我的英语很差,并提前致谢
答案 0 :(得分:0)
您要查找的a
是您从new
函数返回的表格的一部分。从这些功能的范围看不出来。
最简单的解决方案是将您放在表中的值移到new
函数的范围内,封装它们。但是,这会将其从表格中移除,因此在new
,.play
,.pause
,.draw
,.update
之外无法看到它们,或者.set_animation
函数。
更好的解决方案是采用更典型的OOP解决方案,因此我建议阅读Lua中编程的第16章:Object-oriented Programming。一旦你阅读了那一章,为了安全起见,请先阅读其他内容(特别是5,6和11)。
local gfx = love.graphics
return {
new = function (Image, Animation, Time)
local current_frame = 1
local current_anim = 1
local image = Image
local a = Animation
local play = false
local time = Time or 0,2
local counter = 0
return {
update = function (dt)
if play then
counter = counter + dt
if counter >= time then
counter = 0
current_frame = current_frame + 1
end
if current_frame > #a[current_anim] then
current_frame = 1
end
end
end,
play = function ()
play = true
end,
stop = function ()
play = false
end,
set_animation = function (anim)
if anim > #a then
error("there is no animation ", anim)
return
end
current_anim = anim
end,
draw = function (data)
gfx.draw(image, a[current_anim][current_frame], data[1], data[2])
end
}
end
}