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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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