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-- Overworld character sprites. A 12-tile sheet (16x96 PNG) holds 6 16x16
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-- frames: stand down/up/left, walk down/up/left (data/sprites/facings.asm).
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-- Right-facing frames are horizontal flips of the left frames.
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-- Sprites draw 4px above their cell, like the GB engine.
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local SpriteRenderer = {}
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SpriteRenderer.__index = SpriteRenderer
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local imageCache = {}
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local function getImage(path)
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if not imageCache[path] then
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imageCache[path] = love.graphics.newImage(path)
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end
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return imageCache[path]
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end
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local STAND = { down = 0, up = 1, left = 2, right = 2 }
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local WALK = { down = 3, up = 4, left = 5, right = 5 }
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function SpriteRenderer.new(spriteDef)
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local self = setmetatable({}, SpriteRenderer)
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self.def = spriteDef
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self.image = getImage(spriteDef.image)
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local iw, ih = self.image:getDimensions()
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self.frames = {}
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for f = 0, spriteDef.frames - 1 do
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self.frames[f] = love.graphics.newQuad(0, f * 16, 16, 16, iw, ih)
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end
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return self
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end
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-- facing: down/up/left/right; walkPhase: 0 stand, 1 walk; flip: alternate
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-- steps mirror the walk frame for up/down (GB uses OAM flip for this).
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function SpriteRenderer:draw(px, py, camX, camY, facing, walkPhase, stepFlip)
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local x = math.floor(px - camX)
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local y = math.floor(py - camY) - 4
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-- single-frame sprites (item balls, fossils...) have one fixed pose;
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-- still 3-frame sprites turn to face (the nurse at her machine,
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-- facePlayer on STAY NPCs) but never show walk frames
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if self.def.frames <= 1 then
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love.graphics.draw(self.image, self.frames[0], x, y)
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return
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end
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local frame = (self.def.walker and walkPhase == 1)
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and WALK[facing] or STAND[facing]
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local flip = false
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if facing == "right" then
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flip = true
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elseif (facing == "down" or facing == "up") and walkPhase == 1 and stepFlip then
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flip = true
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end
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local quad = self.frames[frame] or self.frames[0]
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if flip then
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love.graphics.draw(self.image, quad, x + 16, y, 0, -1, 1)
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else
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love.graphics.draw(self.image, quad, x, y)
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end
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end
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return SpriteRenderer
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