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@friesencr
Created February 9, 2013 00:00
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leadwerks character animation template
require("scripts/class")
require("scripts/math/math")
require("Scripts/constants/engine_const")
local class=CreateClass(...)
function class:CreateObject(model)
local object=self.super:CreateObject(model)
local animation_data = {
walk = {
start = 50,
frames = 23,
multiplier = 1
},
idle = {
start = 0,
frames = 44,
multiplier = 1
},
strafe = {
start = 75,
frames = 117 - 75,
multiplier = 3
},
run = {
start = 125,
frames = 142 - 125,
multiplier = 1
},
run_strafe = {
start = 75,
frames = 117 - 75,
multiplier = 5
},
jump = {
start = 150,
frames = 176 - 150,
multiplier = 1
},
land = {
start = 210,
frames = 214 - 210,
multiplier = 1
}
}
local current_frame
local animation_state
local animation_start_time = AppTime()
local current_animation = animation_data['idle']
function object:Update()
local ca = current_animation
local time = AppTime() - animation_start_time
local frame = (( time / 60 ) % (ca.frames/ca.multiplier)) * ca.multiplier + ca.start
self.model:Animate(frame, 0.2,0,1)
end
function SetAnimationState(state)
animation_state = state
animation_start_time = AppTime()
current_animation = animation_data[state]
end
function object:ReceiveMessage(message, extra)
if message == 'idle' then object:Idle()
elseif message == 'walk' then object:Walk()
elseif message == 'run' then object:Run()
elseif message == 'jump' then object:Jump()
elseif message == 'land' then object:Land()
elseif message == 'strafe' then object:Strafe()
elseif message == 'run_strafe' then object:RunStrafe() end
end
function object:Walk()
if animation_state ~= 'walk' then SetAnimationState('walk') end
end
function object:Idle()
if animation_state ~= 'idle' then SetAnimationState('idle') end
end
function object:Run()
if animation_state ~= 'run' then SetAnimationState('run') end
end
function object:Strafe()
if animation_state ~= 'strafe' then SetAnimationState('strafe') end
end
function object:RunStrafe()
if animation_state ~= 'strafe' then SetAnimationState('strafe') end
end
function object:Land()
if animation_state ~= 'land' then SetAnimationState('land') end
end
function object:Jump()
if animation_state ~= 'jump' then SetAnimationState('jump') end
end
end
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