- Created room1.tmx and room1.lua for the first room in the game, including tiles, collision objects, and NPCs. - Added room2.tmx and room2.lua for the second room, featuring tiles, collision objects, and an enemy. - Introduced a world template to manage map transitions and layout. - Implemented a new tileset (castle.tsx and castle.lua) for the castle theme, including tile properties and image references.
55 lines
1.7 KiB
Lua
55 lines
1.7 KiB
Lua
local actor, super = Class(Actor, "dummy")
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function actor:init()
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super.init(self)
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-- Display name (optional)
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self.name = "Dummy"
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-- Width and height for this actor, used to determine its center
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self.width = 27
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self.height = 45
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-- Hitbox for this actor in the overworld (optional, uses width and height by default)
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self.hitbox = { 0, 25, 19, 14 }
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-- Color for this actor used in outline areas (optional, defaults to red)
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self.color = { 1, 0, 0 }
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-- Whether this actor flips horizontally (optional, values are "right" or "left", indicating the flip direction)
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self.flip = nil
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-- Path to this actor's sprites (defaults to "")
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self.path = "enemies/dummy"
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-- This actor's default sprite or animation, relative to the path (defaults to "")
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self.default = "idle"
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-- Sound to play when this actor speaks (optional)
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self.voice = nil
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-- Path to this actor's portrait for dialogue (optional)
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self.portrait_path = nil
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-- Offset position for this actor's portrait (optional)
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self.portrait_offset = nil
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-- Whether this actor as a follower will blush when close to the player
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self.can_blush = false
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-- Table of talk sprites and their talk speeds (default 0.25)
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self.talk_sprites = {}
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-- Table of sprite animations
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self.animations = {
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-- Looping animation with 0.25 seconds between each frame
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-- (even though there's only 1 idle frame)
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["idle"] = { "idle", 0.25, true },
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}
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-- Table of sprite offsets (indexed by sprite name)
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self.offsets = {
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-- Since the width and height is the idle sprite size, the offset is 0,0
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["idle"] = { 0, 0 },
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}
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end
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return actor
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