Avatar.lua
Browse files- Avatar.lua +91 -0
Avatar.lua
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| 1 |
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-- Avatar.lua
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| 2 |
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| 3 |
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local Avatar = {}
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| 4 |
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Avatar.__index = Avatar
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function Avatar:new(config)
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local obj = {
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name = config.name or "Player",
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x = config.x or 0,
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y = config.y or 0,
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speed = config.speed or 100, -- Einheiten pro Sekunde
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direction = "down", -- "up", "down", "left", "right"
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state = "idle", -- "idle", "walk", "attack", ...
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sprite = config.sprite or nil, -- Referenz auf Bild/Sprite-Objekt
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frame = 1,
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frameTime = 0,
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frameSpeed = config.frameSpeed or 0.1,
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animations = config.animations or {}
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}
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setmetatable(obj, Avatar)
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return obj
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end
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-- Richtung und Zustand setzen
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function Avatar:setState(state, direction)
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if state then self.state = state end
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if direction then self.direction = direction end
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self.frame = 1
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self.frameTime = 0
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end
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-- Bewegen
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function Avatar:move(dx, dy, dt)
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if dx == 0 and dy == 0 then
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self:setState("idle")
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return
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end
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self.x = self.x + dx * self.speed * dt
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self.y = self.y + dy * self.speed * dt
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-- Richtung automatisch setzen
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if math.abs(dx) > math.abs(dy) then
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self.direction = dx > 0 and "right" or "left"
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else
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self.direction = dy > 0 and "down" or "up"
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end
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self:setState("walk", self.direction)
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end
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-- Animation updaten
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function Avatar:update(dt)
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local animKey = self.state .. "_" .. self.direction
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local anim = self.animations[animKey]
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if anim then
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self.frameTime = self.frameTime + dt
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if self.frameTime >= self.frameSpeed then
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self.frameTime = self.frameTime - self.frameSpeed
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self.frame = self.frame + 1
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if self.frame > #anim then
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self.frame = 1
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end
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end
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end
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end
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-- Zeichnen / Rendern (Pseudo-Code, abhängig von Engine)
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function Avatar:draw()
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if not self.sprite then
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-- Fallback: simple Platzhalter-Darstellung
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-- z.B. mit Love2D: love.graphics.rectangle("line", self.x, self.y, 32, 32)
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return
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end
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local animKey = self.state .. "_" .. self.direction
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local anim = self.animations[animKey]
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if anim then
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local quad = anim[self.frame]
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-- Beispiel mit Love2D:
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-- love.graphics.draw(self.sprite, quad, self.x, self.y)
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else
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-- Standardframe zeichnen
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-- love.graphics.draw(self.sprite, self.x, self.y)
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end
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end
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return Avatar
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