2021-07-31 17:15:32 +10:00
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package engine
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2021-08-25 15:04:38 +10:00
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import "encoding/gob"
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2021-08-23 20:28:49 +10:00
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// Ensure Anim satisfies Animer.
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var _ interface {
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Cell() int
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Reset()
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Updater
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} = &Anim{}
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2021-08-23 20:28:49 +10:00
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2021-08-25 15:04:38 +10:00
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func init() {
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gob.Register(&Anim{})
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}
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// AnimDef defines an animation, as a sequence of steps and other information.
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type AnimDef struct {
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Steps []AnimStep
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OneShot bool
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}
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// NewAnim spawns a new anim using this def, or nil if d is nil.
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func (d *AnimDef) NewAnim() *Anim {
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if d == nil {
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return nil
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}
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2021-09-02 11:53:04 +10:00
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return &Anim{Def: d}
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}
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// AnimStep describes a step in an animation.
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type AnimStep struct {
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Cell int // show this cell
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Duration int // for this long, in ticks
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}
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// Anim is the current state of an animation being played (think of it as an
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// instance of an AnimDef). nil *Anim can be used, but always returns 0 for the
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// current frame.
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type Anim struct {
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Def *AnimDef
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Index int // current step index
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Ticks int // ticks spent at this step
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}
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// Cell returns the cell index for the current step.
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func (a *Anim) Cell() int {
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if a == nil {
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return 0
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}
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return a.Def.Steps[a.Index].Cell
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}
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// Reset resets both Index and Ticks to 0.
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func (a *Anim) Reset() {
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if a == nil {
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return
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}
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a.Index, a.Ticks = 0, 0
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}
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// Update increments the tick count and advances the frame if necessary.
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func (a *Anim) Update() error {
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if a == nil {
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return nil
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}
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a.Ticks++
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if a.Def.OneShot && a.Index == len(a.Def.Steps)-1 {
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// on the last frame of a one shot so remain on final frame
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return nil
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}
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if a.Ticks >= a.Def.Steps[a.Index].Duration {
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a.Ticks = 0
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a.Index++
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}
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if !a.Def.OneShot && a.Index >= len(a.Def.Steps) {
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a.Index = 0
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}
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return nil
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}
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