Sprites, Objects the works?

Questions about the LÖVE API, installing LÖVE and other support related questions go here.
Forum rules
Before you make a thread asking for help, read this.
Post Reply
dragonsnare0
Prole
Posts: 8
Joined: Wed Jan 27, 2010 7:29 am

Sprites, Objects the works?

Post by dragonsnare0 »

Hey I'm just starting off in love working my way around lua

I'm very familiar when it comes to design scripting and creating games in other engines without a problem. I'm trying to figure out how to create a sprite/object to use as my player. a point the right direction would help me out a lot.
User avatar
Taehl
Dreaming in associative arrays
Posts: 1025
Joined: Mon Jan 11, 2010 5:07 am
Location: CA, USA
Contact:

Re: Sprites, Objects the works?

Post by Taehl »

The simplest way would be to make a table (think of it as an object, in this case), let's call it "player", which stores the player's position, graphic, health, and whatnot.

Code: Select all

player.x = 100
player.y = 200
player.image = love.graphics.newImage("player.png")
player.health = 100
And then draw the player in your love.draw() function:

Code: Select all

function love.draw()
	love.graphics.draw( player.image, player.x, player.y, 0, 1, 1, 0, 0) )
end
And there you go - a player with a position, a graphic, and a health value. Add some code to love.update(dt) to make it move around, and you're off to a fine start.
Earliest Love2D supporter who can't Love anymore. Let me disable pixel shaders if I don't use them, dammit!
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.
dragonsnare0
Prole
Posts: 8
Joined: Wed Jan 27, 2010 7:29 am

Re: Sprites, Objects the works?

Post by dragonsnare0 »

you are totally awesome that is exactly what I was looking for.
dragonsnare0
Prole
Posts: 8
Joined: Wed Jan 27, 2010 7:29 am

Re: Sprites, Objects the works?

Post by dragonsnare0 »

ok cool now I got a movable little smiley face. how about animated sprites and please don't tell me gif images. I'm saying like either using 1 image like a tileset of images for the character with all their animations in it. if it's supported. or how to use multiple external images to create my animation.

I have theory for how it would work with multiple images.

something like

Code: Select all

EndFrame=10
Frame =0
Player.image = love.graphics.newImage("Face"+Frame+".png")

function love.update(dt)
Frame = Frame+1
if Frame > EndFrame Then
Frame =0
end
}

function love.draw()
	love.graphics.draw( Player.image, Player.x, Player.y, 3.14, 1, 1, 0, 0) 
end
and then have each frame of the animation like Face0.png, Face1.png and so on.

would that work or is there a better method?
don't mind my syntax I'm still learning Lua.
User avatar
Robin
The Omniscient
Posts: 6506
Joined: Fri Feb 20, 2009 4:29 pm
Location: The Netherlands
Contact:

Re: Sprites, Objects the works?

Post by Robin »

Lots of syntax errors indeed.

If I would write the exact thing you were trying to do, I would to it this way:

Code: Select all

function love.load()
    EndFrame=10
    Frame = 1
    Images = {}
    for i=1,EndFrame do
        Images[i] = love.graphics.newImage("Face"..i..".png") -- + doesn't work on strings
    end
    Player = {x = 300, y = 200}
end

function love.update(dt)
    Frame = Frame % EndFrame + 1
end

function love.draw()
   love.graphics.draw(Images[Frame], Player.x, Player.y, 3.14, 1, 1, 0, 0)
end
Disclaimer: completely untested, blablabla ;)
Help us help you: attach a .love.
dragonsnare0
Prole
Posts: 8
Joined: Wed Jan 27, 2010 7:29 am

Re: Sprites, Objects the works?

Post by dragonsnare0 »

oh ok so I did sort of have an idea how it would work. yes putting it in a array would make more since.

so adding variables to strings is kinda like php syntax.
Post Reply

Who is online

Users browsing this forum: No registered users and 4 guests