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L÷VE for Lua Game Programming

You're reading from   L÷VE for Lua Game Programming If you want to create 2D games for Windows, Linux, and OS X, this guide to the L?ñVE framework is a must. Written for hobbyists and professionals, it will help you leverage Lua for fast and easy game development.

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Product type Paperback
Published in Sep 2013
Publisher Packt
ISBN-13 9781782161608
Length 106 pages
Edition 1st Edition
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AKINLAJA DAMILARE JOSHUA AKINLAJA DAMILARE JOSHUA
Author Profile Icon AKINLAJA DAMILARE JOSHUA
AKINLAJA DAMILARE JOSHUA
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Toc

Animation


The animation algorithm will simply play the sprite like a tape of film; we'll be using a basic technique here as LÖve doesn't have an official module for that. Some members of the LÖve forum have come up with different libraries to ease the way we play animations. The use of animation libraries will come up in later chapters. First of all let us load our file:

function love.load()

   sprite = love.graphics.newImage "sprite.png"

end

Then we create quads for each part of the sprite by using love.graphics.newQuad(x, y, width, height, sw, sh), where x is the top-left position of the quad along the x axis, y is the top-left position of the quad along the y axis, width is the width of the quad, height is the height of the quad, sw is the sprite's width, and sh is the sprite's height:

love.graphics.newQuad(0, 0, 32, 32, 256, 32) --- first quad

   love.graphics.newQuad(32, 0, 32, 32, 256, 32) --- second quad

   love.graphics.newQuad(64, 0, 32, 32, 256, 32) --- Third quad

   love.graphics...
You have been reading a chapter from
L÷VE for Lua Game Programming
Published in: Sep 2013
Publisher: Packt
ISBN-13: 9781782161608
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