1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
|
require "string"
local load_ase_data = require "src.lovease"
local default_anim = {
frame_count = 1,
default_tag = "default",
tags = {
default = {from=1, to=1, duration=1},
},
}
local img_bank = {}
local anim_bank = {}
local function load_ase(path)
local ase = load_ase_data(path)
local width = ase.header.width
local height = ase.header.height
local frames = {}
local tags = {}
local default_tag
for _, frame in ipairs(ase.header.frames) do
for _, chunk in ipairs(frame.chunks) do
if chunk.type == 0x2005 then
local cel = chunk.data
local buf = love.data.decompress("data", "zlib", cel.data)
local data = love.image.newImageData(cel.width, cel.height, "rgba8", buf)
local img = lg.newImage(data)
table.insert(frames, {img=img, x=cel.x, y=cel.y})
elseif chunk.type == 0x2018 then
for i, tag in ipairs(chunk.data.tags) do
if i == 1 then
default_tag = tag.name
end
tags[tag.name] = {
from = tag.from + 1,
to = tag.to + 1,
-- this is placed wrong but idc
duration = (tag.frame_duration or 100) / 1000,
}
end
end
end
end
local sheet = lg.newCanvas(width * #frames, height)
lg.setCanvas(sheet)
for i, frame in ipairs(frames) do
lg.draw(frame.img, (i - 1) * width + frame.x, frame.y)
end
lg.setCanvas()
img_bank[path] = sheet
anim_bank[path] = {
frame_count = #frames,
default_tag = default_tag,
tags = tags,
}
end
function load_textures_from(path)
path = path or "res/img"
local files = lf.getDirectoryItems(path)
for _, file in ipairs(files) do
local filepath = path.."/"..file
if lf.getInfo(filepath).type == "directory" then
load_textures_from(filepath)
else
if filepath:match("%.png$") then
img_bank[filepath] = lg.newImage(filepath)
elseif filepath:match("%.ase$") then
load_ase(filepath)
end
end
end
end
function get_tex(name)
return img_bank[name]
end
function get_anim(name)
return anim_bank[name] or default_anim
end
|