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package engine
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import (
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"encoding/gob"
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"image"
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"github.com/hajimehoshi/ebiten/v2"
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)
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// Ensure Sprite satisfies interfaces.
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var _ interface {
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Drawer
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Scanner
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Transformer
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Updater
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} = &Sprite{}
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func init() {
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gob.Register(&Sprite{})
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}
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// Sprite combines an Actor with the ability to Draw from a single spritesheet.
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type Sprite struct {
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Actor Actor
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DrawOffset image.Point
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Hidden
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Sheet Sheet
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anim *Anim
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}
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// Draw draws the current cell to the screen.
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func (s *Sprite) Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
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screen.DrawImage(s.Sheet.SubImage(s.anim.Cell()), opts)
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}
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// DrawOrder returns the Z position from Actor.Pos, and 0 bias.
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func (s *Sprite) DrawOrder() (int, int) {
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return s.Actor.Pos.Z, 0
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}
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// Scan returns the Actor and the Sheet.
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func (s *Sprite) Scan() []interface{} {
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return []interface{}{
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&s.Actor,
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&s.Sheet,
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}
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}
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// SetAnim sets the Anim to use for the sprite. If it is not the same as the
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// one currently set, it resets the new anim.
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func (s *Sprite) SetAnim(a *Anim) {
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if s.anim != a {
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a.Reset()
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}
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s.anim = a
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}
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// Transform returns a translation by the DrawOffset and the iso-projected Pos.
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func (s *Sprite) Transform(pt Transform) (tf Transform) {
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tf.Opts.GeoM.Translate(cfloat(
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s.Actor.Pos.IsoProject(pt.IsoProjection).Add(s.DrawOffset),
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))
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return tf.Concat(pt)
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}
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// Update updates the Sprite's anim. anim can change a bit so we don't tell Game
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// about it, but that means it must be updated manually.
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func (s *Sprite) Update() error { return s.anim.Update() }
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