loop -> oneshot
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parent
2fc3251c9b
commit
8f8802f387
2 changed files with 4 additions and 6 deletions
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@ -13,7 +13,7 @@ func (a *Anim) CurrentFrame() int { return a.Def.Frames[a.Index].Frame }
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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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a.Ticks++
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if !a.Def.Loop && a.Index == len(a.Def.Frames)-1 {
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if a.Def.OneShot && a.Index == len(a.Def.Frames)-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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@ -21,7 +21,7 @@ func (a *Anim) Update() error {
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a.Ticks = 0
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a.Index++
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}
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if a.Def.Loop && a.Index >= len(a.Def.Frames) {
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if !a.Def.OneShot && a.Index >= len(a.Def.Frames) {
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a.Index = 0
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}
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return nil
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@ -30,7 +30,7 @@ func (a *Anim) Update() error {
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// AnimDef describes an animation (sequence of frames and timings).
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type AnimDef struct {
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Frames []AnimFrame `json:"frames"`
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Loop bool `json:"loop"`
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OneShot bool `json:"oneshot"`
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}
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// AnimFrame describes a frame in an animation.
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2
main.go
2
main.go
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@ -54,7 +54,6 @@ func main() {
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{Frame: 1, Duration: 16},
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{Frame: 2, Duration: 16},
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},
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Loop: true,
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},
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},
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}
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@ -67,7 +66,6 @@ func main() {
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{Frame: 5, Duration: 12},
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{Frame: 6, Duration: 12},
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},
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Loop: true,
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},
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},
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}
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