package engine import ( "encoding/gob" "image" "github.com/hajimehoshi/ebiten/v2" ) // Ensure Sprite satisfies interfaces. var ( _ Identifier = &Sprite{} _ Drawer = &Sprite{} _ DrawOrderer = &Sprite{} _ Scanner = &Sprite{} _ Updater = &Sprite{} ) func init() { gob.Register(Sprite{}) } // Sprite combines an Actor with the ability to Draw from a single spritesheet. type Sprite struct { Actor ZOrder FrameSize image.Point FrameOffset image.Point Hidden bool ID Src ImageRef anim *Anim } func (s *Sprite) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) { if s.Hidden { return } dp := s.Pos.Add(s.FrameOffset) var geom ebiten.GeoM geom.Translate(float64(dp.X), float64(dp.Y)) geom.Concat(opts.GeoM) opts.GeoM = geom frame := s.anim.CurrentFrame() src := s.Src.Image() w, _ := src.Size() sp := image.Pt((frame*s.FrameSize.X)%w, ((frame*s.FrameSize.X)/w)*s.FrameSize.Y) screen.DrawImage(src.SubImage(image.Rectangle{sp, sp.Add(s.FrameSize)}).(*ebiten.Image), &opts) } func (s *Sprite) Scan() []interface{} { return []interface{}{&s.Actor} } func (s *Sprite) SetAnim(a *Anim) { if s.anim != a { a.Reset() } s.anim = a } func (s *Sprite) Update() error { return s.anim.Update() }