-- The base HitFX class. -- Whenever an object is interacted with it's a good idea to either pull on a spring attached to its scale, or to flash it to signal that the interaction went through. -- This is a combination of both Springs and Flashes put together to create that effect. -- An instance of this called .hfx is added automatically to every game object. -- Add a new effect: -- self.hfx:add('hit') -- Subsequent arguments are defaults for flashes and springs respectively, so: -- self.hfx:add('hit', 0.15, 1, 200, 20) -- Will add a flash with default duration of 0.15 and a spring with parameters 1, 200, 20. -- Use the effect: -- self.hfx:use('hit') -- Subsequent arguments are the same as for the add function. This will call flash on the flash and pull on the spring. -- Access its values: -- self.hfx.hit.x -- the spring value -- self.hfx.hit.f -- the flash boolean HitFX = Object:extend() function HitFX:init(parent) self.parent = parent self.names = {} end function HitFX:update(dt) if not self.parent then return end if self.parent and self.parent.dead then self.parent = nil; return end for _, name in ipairs(self.names) do self[name].x = self.parent.springs[name].x self[name].f = self.parent.flashes[name].f end end function HitFX:add(name, x, k, d, default_flash_duration) if name == 'parent' or name == 'names' or name == 'trigger' or name == 'add' or name == 'use' or name == 'update' or name == 'init' or name == 'pull' or name == 'flash' then error("Invalid name to be added to the HitFX object. 'add', 'flash', 'init', 'names', 'parent', 'pull', 'trigger', 'update' and 'use' are reserved names, choose another.") end self.parent.flashes:add(name, default_flash_duration) self.parent.springs:add(name, x, k, d) table.insert(self.names, name) self[name] = {x = self.parent.springs[name].x, f = self.parent.flashes[name].f} end function HitFX:use(name, x, k, d, flash_duration) if not self.parent then return end self.parent.flashes[name]:flash(flash_duration) self.parent.springs[name]:pull(x, k, d) end function HitFX:pull(name, ...) self.parent.springs[name]:pull(...) end function HitFX:flash(name, ...) self.parent.flashes[name]:flash(...) end