audio manager, moved stuff from (removed) enums into animations, tiledata. new sfx and music enum files
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123
data/animations.lua
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123
data/animations.lua
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-- all these are linear animations, maybe in the future make proper animations?
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animation = {}
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-- cursed book
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animation.cursed_book = {}
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animation.cursed_book.attack_loop = {
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path = "assets/entities/cursed_book/attack_loop",
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frames = 1,
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speed = 0
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}
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animation.cursed_book.attack_transition = {
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path = "assets/entities/cursed_book/attack_transition",
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frames = 5,
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speed = 1/16
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}
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animation.cursed_book.flying = {
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path = "assets/entities/cursed_book/flying",
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frames = 11,
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speed = 1/16
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}
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animation.cursed_book.spawn = {
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path = "assets/entities/cursed_book/spawn",
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frames = 5,
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speed = 0
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}
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-- particles
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animation.particle = {}
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animation.particle.simple = {
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path = "assets/entities/particle/simple",
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frames = 4,
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speed = 1/4
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}
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-- fairy
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animation.fairy = {}
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animation.fairy.flying = {
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path = "assets/entities/fairy/flying",
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frames = 2,
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speed = 1/30
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}
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-- decoration
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animation.decoration = {}
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animation.decoration.candelabra = {
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path = "assets/entities/decoration/candelabra",
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frames = 8,
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speed = 1/6
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}
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-- kupo
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animation.kupo = {}
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animation.kupo.body = {
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path = "assets/entities/kupo/kupo",
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frames = 4,
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speed = 1/8
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}
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animation.kupo.bow = {
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path = "assets/entities/kupo/kupo_bow",
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frames = 6,
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speed = 1/10
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}
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animation.kupo.arrow = {
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path = "assets/entities/kupo/kupo_arrow",
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frames = 1,
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speed = 0
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}
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-- moth mask
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animation.moth_mask = {}
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animation.moth_mask.idle = {
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path = "assets/entities/nancy/moth_mask/idle",
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frames = 4,
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speed = 1/8
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}
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animation.moth_mask.run = {
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path = "assets/entities/nancy/moth_mask/run",
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frames = 6,
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speed = 1/8
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}
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animation.moth_mask.fall = {
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path = "assets/entities/nancy/moth_mask/fall",
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frames = 3,
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speed = 1/8
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}
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animation.moth_mask.jump = {
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path = "assets/entities/nancy/moth_mask/jump",
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frames = 3,
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speed = 1/8
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}
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-- nancy
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animation.nancy = {}
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animation.nancy.idle = {
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path = "assets/entities/nancy/idle",
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frames = 4,
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speed = 1/8
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}
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animation.nancy.run = {
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path = "assets/entities/nancy/run",
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frames = 6,
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speed = 1/8
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}
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animation.nancy.fall = {
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path = "assets/entities/nancy/fall",
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frames = 3,
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speed = 1/8
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}
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animation.nancy.jump = {
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path = "assets/entities/nancy/jump",
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frames = 3,
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speed = 1/8
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}
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-- animation initializer
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for _, object in pairs(animation) do
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for _, anim in pairs(object) do
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anim.imgs = {}
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for i = 1, anim.frames do
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table.insert(anim.imgs,love.graphics.newImage(anim.path..tostring(i)..".png"))
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end
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end
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end
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