ichigo/engine/sprite.go

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package engine
import (
"image"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
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const dampen = 0.5
const gravity = 0.2
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// Sprite combines an Actor with the ability to Draw...
type Sprite struct {
Actor
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*Anim // TODO: better
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Hidden bool
ID
Src ImageRef
ZPos
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vx, vy float64 // TODO: refactor
facingLeft bool
animIdleLeft, animIdleRight, animRunLeft, animRunRight *Anim
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}
func (s *Sprite) Draw(screen *ebiten.Image, geom ebiten.GeoM) {
if s.Hidden {
return
}
var op ebiten.DrawImageOptions
op.GeoM.Translate(float64(s.Actor.Position.X), float64(s.Actor.Position.Y))
op.GeoM.Concat(geom)
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frame := s.Anim.CurrentFrame()
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src := s.Src.Image()
w, _ := src.Size()
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sx, sy := (frame*s.Actor.Size.X)%w, ((frame*s.Actor.Size.X)/w)*s.Actor.Size.Y
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screen.DrawImage(src.SubImage(image.Rect(sx, sy, sx+s.Actor.Size.X, sy+s.Actor.Size.Y)).(*ebiten.Image), &op)
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}
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func (s *Sprite) Scan() []interface{} {
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return []interface{}{&s.Actor}
}
func (s *Sprite) Update() error {
// TODO: delegate updating to something else
if s.Actor.CollidesAt(s.Actor.Position.Add(image.Pt(0, 1))) {
// Not falling
s.vy = 0
if inpututil.IsKeyJustPressed(ebiten.KeySpace) {
// Jump?
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s.vy = -5
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}
} else {
// Falling
s.vy += gravity
}
switch {
case ebiten.IsKeyPressed(ebiten.KeyLeft):
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s.vx = -2
s.Anim = s.animRunLeft
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s.facingLeft = true
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case ebiten.IsKeyPressed(ebiten.KeyRight):
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s.vx = 2
s.Anim = s.animRunRight
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s.facingLeft = false
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default:
s.vx = 0
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s.Anim = s.animIdleRight
if s.facingLeft {
s.Anim = s.animIdleLeft
}
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}
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s.Actor.MoveX(s.vx, func() { s.vx = -s.vx * dampen })
s.Actor.MoveY(s.vy, func() { s.vy = -s.vy * dampen })
return s.Anim.Update()
}
func (s *Sprite) Build(g *Game) {
// TODO: better than this
s.animRunLeft = &Anim{Def: AnimDefs["aw_run_left"]}
s.animRunRight = &Anim{Def: AnimDefs["aw_run_right"]}
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s.animIdleLeft = &Anim{Def: AnimDefs["aw_idle_left"]}
s.animIdleRight = &Anim{Def: AnimDefs["aw_idle_right"]}
}