ichigo/engine/sprite.go
2021-09-19 15:51:35 +10:00

78 lines
1.8 KiB
Go

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() []interface{} {
return []interface{}{
&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() }