package engine import ( "encoding/gob" "fmt" "image" "drjosh.dev/gurgle/geom" "github.com/hajimehoshi/ebiten/v2" ) // Ensure Sprite satisfies interfaces. var _ interface { BoundingBoxer Drawer Scanner Transformer Updater } = &Sprite{} func init() { gob.Register(&Sprite{}) } // Sprite combines an Actor with the ability to Draw from a single spritesheet. type Sprite struct { Actor Actor DrawOffset image.Point Hides Sheet Sheet anim *Anim } // BoundingBox forwards the call to Actor. func (s *Sprite) BoundingBox() geom.Box { return s.Actor.BoundingBox() } // Draw draws the current cell to the screen. func (s *Sprite) Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) { screen.DrawImage(s.Sheet.SubImage(s.anim.Cell()), opts) } // Scan returns the Actor and the Sheet. func (s *Sprite) Scan() Components { return Components{ &s.Actor, &s.Sheet, } } // SetAnim sets the Anim to use for the sprite. If it is not the same as the // one currently set, it resets the new anim. func (s *Sprite) SetAnim(a *Anim) { if s.anim != a { a.Reset() } s.anim = a } func (s *Sprite) String() string { return fmt.Sprintf("Sprite@%v", s.Actor.Pos) } // Transform returns a translation by the DrawOffset and Actor.Pos projected func (s *Sprite) Transform() (opts ebiten.DrawImageOptions) { opts.GeoM.Translate(geom.CFloat( // Reaching into Actor for a reference to Game so I don't have to // implement Prepare in this file, but writing this long comment // providing exposition... geom.Project(s.Actor.game.Projection, s.Actor.Pos). Add(s.DrawOffset), )) return opts } // Update updates the Sprite's anim. anim can change a bit so we don't tell Game // about it, but that means it must be updated manually. func (s *Sprite) Update() error { return s.anim.Update() }