我正在使用anim8库,并引用了他对类似问题的回答,但我仍然不明白如何在按下按键行走/移动时触发我的动画:
-- main.lua
local anim8 = require('lib.anim8.anim8')
local player, animation, g
function love.load()
player = {}
player.spritesheet = love.graphics.newImage('sprites/hero.png')
player.x = 200
player.y = 200
player.speed = 50
g = anim8.newGrid(16, 24, player.spritesheet:getWidth(),
player.spritesheet:getHeight())
animation = anim8.newAnimation('loop', g('1-8,1-5'), 1.0)
end
function love.update(dt)
animation:update(dt)
if love.keyboard.isDown("w") then
animation = anim8.newAnimation('loop', g('4-6,1'), 0.1)
player.y = player.y - player.speed * dt
elseif love.keyboard.isDown("s") then
player.y = player.y + player.speed * dt
animation = anim8.newAnimation('loop', g('1-3,1'), 0.1)
elseif love.keyboard.isDown("a") and player.x > 0 then
player.x = player.x - player.speed * dt
animation = anim8.newAnimation('loop', g('7-8,1'), 0.1)
elseif love.keyboard.isDown("d") and player.x < 10000 then
player.x = player.x + player.speed * dt
animation = anim8.newAnimation('loop', g('4,2'), 0.1)
end
end
function love.draw()
animation:draw(player.spritesheet, player.x, player.y)
end
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目前,发生的情况是精灵会向上、下、左、右移动,但是当我按住[相应]键盘键时动画会冻结,并在释放键盘键后继续。
您正在每一帧上创建动画。您不应该这样做,而应该创建它们一次(例如在 love.load 中),然后在 love.update 中重用它们。
local anim8 = require('lib.anim8.anim8')
local player
function love.load()
local spritesheet = love.graphics.newImage('sprites/hero.png');
local g = anim8.newGrid(16, 24, spritesheet:getWidth(), spritesheet:getHeight())
player = {
spritesheet = spritesheet,
x = 200,
y = 200,
speed = 50,
animations = {
up = anim8.newAnimation('loop', g('4-6,1'), 1.0),
down = anim8.newAnimation('loop', g('1-3,1'), 1.0),
left = anim8.newAnimation('loop', g('7-8,1'), 1.0),
right = anim8.newAnimation('loop', g('4,2'), 1.0)
}
}
player.animation = player.animations.down -- player starts looking down
end
function love.update(dt)
if love.keyboard.isDown("w") then
player.y = player.y - player.speed * dt
player.animation = player.animations.up
elseif love.keyboard.isDown("s") then
player.y = player.y + player.speed * dt
player.animation = player.animations.down
elseif love.keyboard.isDown("a") and player.x > 0 then
player.x = player.x - player.speed * dt
player.animation = player.animations.left
elseif love.keyboard.isDown("d") and player.x < 10000 then
player.x = player.x + player.speed * dt
player.animation = player.animations.right
end
player.animation:update(dt)
end
function love.draw()
player.animation:draw(player.spritesheet, player.x, player.y)
end
function love.keypressed(key)
if love.keyboard.isDown("escape") then
love.event.quit("quit")
end
end
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