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package d2render
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import (
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"image/color"
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"github.com/OpenDiablo2/OpenDiablo2/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2helper"
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"github.com/OpenDiablo2/OpenDiablo2/d2render/d2surface"
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)
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type Sprite struct {
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x int
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y int
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animation *d2asset.Animation
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}
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func LoadSprite(animationPath, palettePath string) (*Sprite, error) {
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animation, err := d2asset.LoadAnimation(animationPath, palettePath)
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if err != nil {
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return nil, err
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}
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return &Sprite{animation: animation}, nil
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}
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func MustLoadSprite(animationPath, palettePath string) *Sprite {
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sprite, err := LoadSprite(animationPath, palettePath)
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if err != nil {
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panic(err)
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}
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return sprite
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}
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func (s *Sprite) Render(target *d2surface.Surface) error {
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_, frameHeight := s.animation.GetCurrentFrameSize()
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target.PushTranslation(s.x, s.y-frameHeight)
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defer target.Pop()
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return s.animation.Render(target)
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}
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func (s *Sprite) RenderSegmented(target *d2surface.Surface, segmentsX, segmentsY, frameOffset int) error {
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var currentY int
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for y := 0; y < segmentsY; y++ {
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var currentX int
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var maxFrameHeight int
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for x := 0; x < segmentsX; x++ {
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if err := s.animation.SetCurrentFrame(x + y*segmentsX + frameOffset*segmentsX*segmentsY); err != nil {
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return err
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}
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target.PushTranslation(s.x+currentX, s.y+currentY)
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err := s.animation.Render(target)
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target.Pop()
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if err != nil {
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return err
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}
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frameWidth, frameHeight := s.GetCurrentFrameSize()
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maxFrameHeight = d2helper.MaxInt(maxFrameHeight, frameHeight)
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currentX += frameWidth
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}
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currentY += maxFrameHeight
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}
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return nil
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}
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func (s *Sprite) SetPosition(x, y int) {
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s.x = x
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s.y = y
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}
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func (s *Sprite) GetPosition() (int, int) {
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return s.x, s.y
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}
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func (s *Sprite) GetFrameSize(frameIndex int) (int, int, error) {
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return s.animation.GetFrameSize(frameIndex)
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}
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func (s *Sprite) GetCurrentFrameSize() (int, int) {
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return s.animation.GetCurrentFrameSize()
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}
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func (s *Sprite) GetFrameBounds() (int, int) {
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return s.animation.GetFrameBounds()
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}
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func (s *Sprite) GetCurrentFrame() int {
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return s.animation.GetCurrentFrame()
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}
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func (s *Sprite) GetFrameCount() int {
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return s.animation.GetFrameCount()
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}
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func (s *Sprite) IsOnFirstFrame() bool {
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return s.animation.IsOnFirstFrame()
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}
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func (s *Sprite) IsOnLastFrame() bool {
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return s.animation.IsOnLastFrame()
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}
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func (s *Sprite) GetDirectionCount() int {
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return s.animation.GetDirectionCount()
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}
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func (s *Sprite) SetDirection(directionIndex int) error {
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return s.animation.SetDirection(directionIndex)
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}
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func (s *Sprite) GetDirection() int {
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return s.animation.GetDirection()
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}
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func (s *Sprite) SetCurrentFrame(frameIndex int) error {
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return s.animation.SetCurrentFrame(frameIndex)
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}
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func (s *Sprite) Rewind() {
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s.animation.SetCurrentFrame(0)
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}
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func (s *Sprite) PlayForward() {
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s.animation.PlayForward()
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}
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func (s *Sprite) PlayBackward() {
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s.animation.PlayBackward()
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}
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func (s *Sprite) Pause() {
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s.animation.Pause()
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}
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func (s *Sprite) SetPlayLoop(loop bool) {
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s.animation.SetPlayLoop(loop)
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}
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func (s *Sprite) SetPlayLength(playLength float64) {
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s.animation.SetPlayLength(playLength)
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}
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func (s *Sprite) SetPlayLengthMs(playLengthMs int) {
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s.animation.SetPlayLengthMs(playLengthMs)
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}
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func (s *Sprite) SetColorMod(color color.Color) {
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s.animation.SetColorMod(color)
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}
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func (s *Sprite) SetBlend(blend bool) {
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s.animation.SetBlend(blend)
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}
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func (s *Sprite) Advance(elapsed float64) error {
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return s.animation.Advance(elapsed)
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}
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