idle in a direction
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dc702ae666
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196b220c4f
4 changed files with 27 additions and 14 deletions
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assets/aw.png
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assets/aw.png
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Before Width: | Height: | Size: 625 B After Width: | Height: | Size: 628 B |
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@ -20,7 +20,9 @@ type Sprite struct {
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ZPos
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ZPos
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vx, vy float64 // TODO: refactor
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vx, vy float64 // TODO: refactor
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animIdle, animRunLeft, animRunRight *Anim
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facingLeft bool
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animIdleLeft, animIdleRight, animRunLeft, animRunRight *Anim
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}
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}
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func (s *Sprite) Draw(screen *ebiten.Image, geom ebiten.GeoM) {
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func (s *Sprite) Draw(screen *ebiten.Image, geom ebiten.GeoM) {
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@ -34,12 +36,12 @@ func (s *Sprite) Draw(screen *ebiten.Image, geom ebiten.GeoM) {
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frame := s.Anim.CurrentFrame()
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frame := s.Anim.CurrentFrame()
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src := s.Src.Image()
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src := s.Src.Image()
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w, _ := src.Size()
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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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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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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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}
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func (s *Sprite) Scan() []interface{}{
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func (s *Sprite) Scan() []interface{} {
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return []interface{}{&s.Actor}
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return []interface{}{&s.Actor}
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}
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}
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@ -60,12 +62,17 @@ func (s *Sprite) Update() error {
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case ebiten.IsKeyPressed(ebiten.KeyLeft):
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case ebiten.IsKeyPressed(ebiten.KeyLeft):
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s.vx = -2
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s.vx = -2
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s.Anim = s.animRunLeft
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s.Anim = s.animRunLeft
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s.facingLeft = true
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case ebiten.IsKeyPressed(ebiten.KeyRight):
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case ebiten.IsKeyPressed(ebiten.KeyRight):
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s.vx = 2
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s.vx = 2
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s.Anim = s.animRunRight
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s.Anim = s.animRunRight
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s.facingLeft = false
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default:
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default:
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s.vx = 0
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s.vx = 0
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s.Anim = s.animIdle
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s.Anim = s.animIdleRight
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if s.facingLeft {
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s.Anim = s.animIdleLeft
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}
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}
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}
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s.Actor.MoveX(s.vx, func() { s.vx = -s.vx * dampen })
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s.Actor.MoveX(s.vx, func() { s.vx = -s.vx * dampen })
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s.Actor.MoveY(s.vy, func() { s.vy = -s.vy * dampen })
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s.Actor.MoveY(s.vy, func() { s.vy = -s.vy * dampen })
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@ -76,5 +83,6 @@ func (s *Sprite) Build(g *Game) {
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// TODO: better than this
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// TODO: better than this
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s.animRunLeft = &Anim{Def: AnimDefs["aw_run_left"]}
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s.animRunLeft = &Anim{Def: AnimDefs["aw_run_left"]}
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s.animRunRight = &Anim{Def: AnimDefs["aw_run_right"]}
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s.animRunRight = &Anim{Def: AnimDefs["aw_run_right"]}
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s.animIdle = &Anim{Def: AnimDefs["aw_idle"]}
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s.animIdleLeft = &Anim{Def: AnimDefs["aw_idle_left"]}
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s.animIdleRight = &Anim{Def: AnimDefs["aw_idle_right"]}
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}
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}
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15
main.go
15
main.go
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@ -37,41 +37,46 @@ func main() {
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{Frame: 6, Duration: 12},
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{Frame: 6, Duration: 12},
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},
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},
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},
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},
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"aw_idle": {
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"aw_idle_right": {
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Frames: []engine.AnimFrame{
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Frames: []engine.AnimFrame{
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{Frame: 0, Duration: 60},
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{Frame: 0, Duration: 60},
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},
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},
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},
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},
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"aw_idle_left": {
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Frames: []engine.AnimFrame{
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{Frame: 1, Duration: 60},
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},
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},
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"aw_walk_right": {
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"aw_walk_right": {
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Frames: []engine.AnimFrame{
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Frames: []engine.AnimFrame{
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{Frame: 1, Duration: 6},
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{Frame: 2, Duration: 6},
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{Frame: 2, Duration: 6},
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{Frame: 3, Duration: 6},
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{Frame: 3, Duration: 6},
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{Frame: 4, Duration: 6},
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{Frame: 4, Duration: 6},
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{Frame: 5, Duration: 6},
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},
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},
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},
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},
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"aw_walk_left": {
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"aw_walk_left": {
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Frames: []engine.AnimFrame{
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Frames: []engine.AnimFrame{
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{Frame: 5, Duration: 6},
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{Frame: 6, Duration: 6},
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{Frame: 6, Duration: 6},
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{Frame: 7, Duration: 6},
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{Frame: 7, Duration: 6},
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{Frame: 8, Duration: 6},
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{Frame: 8, Duration: 6},
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{Frame: 9, Duration: 3},
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},
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},
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},
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},
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"aw_run_right": {
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"aw_run_right": {
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Frames: []engine.AnimFrame{
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Frames: []engine.AnimFrame{
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{Frame: 9, Duration: 3},
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{Frame: 10, Duration: 3},
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{Frame: 10, Duration: 3},
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{Frame: 11, Duration: 3},
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{Frame: 11, Duration: 3},
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{Frame: 12, Duration: 3},
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{Frame: 12, Duration: 3},
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{Frame: 13, Duration: 3},
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},
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},
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},
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},
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"aw_run_left": {
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"aw_run_left": {
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Frames: []engine.AnimFrame{
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Frames: []engine.AnimFrame{
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{Frame: 13, Duration: 3},
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{Frame: 14, Duration: 3},
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{Frame: 14, Duration: 3},
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{Frame: 15, Duration: 3},
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{Frame: 15, Duration: 3},
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{Frame: 16, Duration: 3},
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{Frame: 16, Duration: 3},
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{Frame: 17, Duration: 3},
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},
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},
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},
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},
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}
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}
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