one click animations with lua in LOVE - animation

I have recently been familiar with lua in LOVE 2D and watched some tutorials and now am trying to make a simple game. The game will feature a character who can run and when pressed 'space', attack(strike with his sword). When pressed 'space', it should go through all the frames/sprites of attacking animation. But the character is not going through all the frames and the interval between them seems really fast even though I kept it minimum.
This is the code I am using to account for the key pressing.
self.animations = {
['idle'] = Animation{
frames = {
self.frames[1]
},
interval = 1
},
['attack'] = Animation{
frames = {
self.frames[1], self.frames[2], self.frames[3], self.frames[4], self.frames[5], self.frames[6], self.frames[3]
},
interval = 0.25
}
}
self.animation = self.animations['idle']
self.currentFrame = self.animation:getCurrentFrame()
self.behaviors = {
['idle'] = function(dt)
if love.keyboard.wasPressed('space') then
self.dy = 0
self.state = 'attack'
self.animation = self.animations['attack']
elseif love.keyboard.wasPressed('up') then
self.dy = -MOVE_DIST
elseif love.keyboard.wasPressed('down') then
self.dy = MOVE_DIST
else
self.dy = 0
end
end,
['attack'] = function(dt)
self.animation = self.animations['attack']
if love.keyboard.wasPressed('up') then
self.dy = -MOVE_DIST
elseif love.keyboard.wasPressed('down') then
self.dy = MOVE_DIST
else
self.dy = 0
self.state = 'idle'
self.animation = self.animations['idle']
end
end
This is my animation class that's responsible for transition effects
Animation = Class{}
function Animation:init(params)
--self.texture = params.texture
self.frames = params.frames
self.interval = params.interval or 0.05
self.timer = 0
self.currentFrame = 1
end
function Animation:getCurrentFrame()
return self.frames[self.currentFrame]
end
function Animation:restart()
self.timer = 0
self.currentFrame = 1
end
function Animation:update(dt)
self.timer = self.timer + dt
if #self.frames == 1 then
return self.currentFrame
else
while self.timer > self.interval do
self.timer = self.timer - self.interval
self.currentFrame = (self.currentFrame + 1) % (#self.frames + 1)
if self.currentFrame == 0 then
self.currentFrame = 1
end
end
end
end
Please help. I hope I asked the question correctly. Thanks in advance.

Don't really know how you deal with the state in the key pressing code but this could be part of the issue too.
Anyway, your Animation:update looks very weird to me and I really think this is the center of the problem. There is a simple function that you could use instead and it should work perfectly (if you have any question about it feel free to ask).
If your not really comfortable with a debugger you could use love.graphics.print to print some value to the screen (like self.currentFrame or self.timer in that case) to see what's going on with those value in real time.
function Animation:update(dt)
self.timer = self.timer + dt/self.interval
if self.timer >= #self.frames then
self.timer = 0
end
self.currentFrame = Math.floor(self.timer)+1
end
Also note that "Math.floor(self.timer)+1" cannot be replaced by "Math.ceil(self.timer)" because it will return 0 if self.timer == 0 (and lua's array starts at one)
Edit:
It could probably come from here:
['attack'] = function(dt)
self.animation = self.animations['attack']
if love.keyboard.wasPressed('up') then
self.dy = -MOVE_DIST
elseif love.keyboard.wasPressed('down') then
self.dy = MOVE_DIST
else
self.dy = 0
self.state = 'idle'
self.animation = self.animations['idle']
end
end
I don't know how you deal with your inputs since 'love.keyboard.wasPressed' if not a love function but if 'up' and 'down' where not pressed the last frame, the state will go back to 'idle' and the animation to animations['idle']
Without more code I cannot do much more for you.

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I cannot animating the sprite, what am I doing wrong?

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var k:int;
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You like to have 4 images and they will be tested right?
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I undestand that this code is a little diferent of what you ask, but i think it will > give you some new ideas and help you on your app...
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