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Link: http://codepad.org/GFrM9BN4    [ raw code | fork ]

Lua, pasted on Jan 10:
local sprite= false

local frame_table= {
	{Frame= 0, Delay= .016},
	{Frame= 1, Delay= .016},
	{Frame= 2, Delay= .016},
	{Frame= 3, Delay= .016},
}

local function input(event)
	if event.type == "InputEventType_Release" then return false end
	if event.DeviceInput.button == "DeviceButton_w" then
		for i, frame in ipairs(frame_table) do
			frame.Frame= i+11
		end
		sprite:SetStateProperties(frame_table)
	elseif event.DeviceInput.button == "DeviceButton_s" then
		for i, frame in ipairs(frame_table) do
			frame.Frame= i-1
		end
		sprite:SetStateProperties(frame_table)
	elseif event.DeviceInput.button == "DeviceButton_d" then
		for i, frame in ipairs(frame_table) do
			frame.Frame= i+7
		end
		sprite:SetStateProperties(frame_table)
	elseif event.DeviceInput.button == "DeviceButton_a" then
		for i, frame in ipairs(frame_table) do
			frame.Frame= i+3
		end
		sprite:SetStateProperties(frame_table)
	elseif event.DeviceInput.button == "DeviceButton_x" then
		for i, frame in ipairs(frame_table) do
			frame[1]= {0, 0}
			frame[2]= {.25, .25}
		end
		sprite:SetStateProperties(frame_table)
	elseif event.DeviceInput.button == "DeviceButton_z" then
		for i, frame in ipairs(frame_table) do
			frame[1]= {.25, .25}
			frame[2]= {.5, .5}
		end
		sprite:SetStateProperties(frame_table)
	elseif event.DeviceInput.button == "DeviceButton_c" then
		for i, frame in ipairs(frame_table) do
			frame[1]= {.25, .25}
			frame[2]= {.75, .75}
		end
		sprite:SetStateProperties(frame_table)
	elseif event.DeviceInput.button == "DeviceButton_v" then
		for i, frame in ipairs(frame_table) do
			frame[1]= nil
			frame[2]= nil
		end
		sprite:SetStateProperties(frame_table)
	end
end

local args= {
	OnCommand= function(self)
		SCREENMAN:GetTopScreen():AddInputCallback(input)
	end,
	Def.Sprite{
		Texture= THEME:GetPathG("", "guy"),
		Frames= frame_table,
		InitCommand= function(self)
			self:xy(_screen.cx, _screen.cy)
			sprite= self
		end
	}
}

return Def.ActorFrame(args)


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