mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-16 01:17:10 -05:00
b5673c1d6f
* Fixed animation 'catchup' issue. Fixed map layer rendering.
347 lines
9.8 KiB
Go
347 lines
9.8 KiB
Go
package d2render
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import (
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"encoding/binary"
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"image"
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"image/color"
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"log"
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"sync"
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"github.com/OpenDiablo2/OpenDiablo2/d2helper"
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"github.com/OpenDiablo2/OpenDiablo2/d2data/d2datadict"
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"github.com/hajimehoshi/ebiten"
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)
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// Sprite represents a type of object in D2 that is comprised of one or more frames and directions
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type Sprite struct {
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Directions uint32
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FramesPerDirection uint32
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atlas *ebiten.Image
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Frames []SpriteFrame
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SpecialFrameTime int
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AnimateBackwards bool // Because why not
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StopOnLastFrame bool
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X, Y int
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Frame, Direction int16
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Blend bool
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LastFrameTime float64
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Animate bool
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ColorMod color.Color
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valid bool
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}
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// SpriteFrame represents a single frame of a sprite
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type SpriteFrame struct {
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Flip uint32
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Width uint32
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Height uint32
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OffsetX int32
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OffsetY int32
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Unknown uint32
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NextBlock uint32
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Length uint32
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ImageData []int16
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FrameData []byte
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Image *ebiten.Image
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atlasX int
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atlasY int
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}
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// CreateSprite creates an instance of a sprite
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func CreateSprite(data []byte, palette d2datadict.PaletteRec) Sprite {
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result := Sprite{
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X: 50,
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Y: 50,
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Frame: 0,
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Direction: 0,
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Blend: false,
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ColorMod: nil,
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Directions: binary.LittleEndian.Uint32(data[16:20]),
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FramesPerDirection: binary.LittleEndian.Uint32(data[20:24]),
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Animate: false,
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LastFrameTime: d2helper.Now(),
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SpecialFrameTime: -1,
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StopOnLastFrame: false,
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valid: false,
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AnimateBackwards: false,
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}
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dataPointer := uint32(24)
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totalFrames := result.Directions * result.FramesPerDirection
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framePointers := make([]uint32, totalFrames)
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for i := uint32(0); i < totalFrames; i++ {
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framePointers[i] = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4])
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dataPointer += 4
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}
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result.Frames = make([]SpriteFrame, totalFrames)
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wg := sync.WaitGroup{}
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wg.Add(int(totalFrames))
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for i := uint32(0); i < totalFrames; i++ {
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go func(i uint32) {
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defer wg.Done()
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dataPointer := framePointers[i]
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result.Frames[i] = SpriteFrame{}
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result.Frames[i].Flip = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4])
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dataPointer += 4
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result.Frames[i].Width = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4])
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dataPointer += 4
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result.Frames[i].Height = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4])
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dataPointer += 4
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result.Frames[i].OffsetX = d2helper.BytesToInt32(data[dataPointer : dataPointer+4])
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dataPointer += 4
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result.Frames[i].OffsetY = d2helper.BytesToInt32(data[dataPointer : dataPointer+4])
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dataPointer += 4
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result.Frames[i].Unknown = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4])
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dataPointer += 4
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result.Frames[i].NextBlock = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4])
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dataPointer += 4
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result.Frames[i].Length = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4])
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dataPointer += 4
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result.Frames[i].ImageData = make([]int16, result.Frames[i].Width*result.Frames[i].Height)
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for fi := range result.Frames[i].ImageData {
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result.Frames[i].ImageData[fi] = -1
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}
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x := uint32(0)
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y := result.Frames[i].Height - 1
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for {
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b := data[dataPointer]
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dataPointer++
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if b == 0x80 {
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if y == 0 {
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break
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}
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y--
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x = 0
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} else if (b & 0x80) > 0 {
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transparentPixels := b & 0x7F
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for ti := byte(0); ti < transparentPixels; ti++ {
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result.Frames[i].ImageData[x+(y*result.Frames[i].Width)+uint32(ti)] = -1
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}
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x += uint32(transparentPixels)
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} else {
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for bi := 0; bi < int(b); bi++ {
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result.Frames[i].ImageData[x+(y*result.Frames[i].Width)+uint32(bi)] = int16(data[dataPointer])
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dataPointer++
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}
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x += uint32(b)
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}
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}
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result.Frames[i].FrameData = make([]byte, result.Frames[i].Width*result.Frames[i].Height*4)
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for ii := uint32(0); ii < result.Frames[i].Width*result.Frames[i].Height; ii++ {
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if result.Frames[i].ImageData[ii] < 1 { // TODO: Is this == -1 or < 1?
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continue
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}
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result.Frames[i].FrameData[ii*4] = palette.Colors[result.Frames[i].ImageData[ii]].R
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result.Frames[i].FrameData[(ii*4)+1] = palette.Colors[result.Frames[i].ImageData[ii]].G
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result.Frames[i].FrameData[(ii*4)+2] = palette.Colors[result.Frames[i].ImageData[ii]].B
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result.Frames[i].FrameData[(ii*4)+3] = 0xFF
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}
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//newImage, _ := ebiten.NewImageFromImage(img, ebiten.FilterNearest)
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//result.Frames[i].Image = newImage
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//img = nil
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}(i)
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}
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wg.Wait()
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frame := 0
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curMaxWidth := 0
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atlasWidth := 0
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atlasHeight := 0
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curX := 0
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curY := 0
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const maxHeight = 8192
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for d := 0; d < int(result.Directions); d++ {
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for f := 0; f < int(result.FramesPerDirection); f++ {
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if curY+int(result.Frames[frame].Height) >= maxHeight {
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curX += curMaxWidth
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curY = 0
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curMaxWidth = 0
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if curX >= maxHeight {
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log.Fatal("Ran out of texture atlas space!")
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}
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}
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result.Frames[frame].atlasX = curX
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result.Frames[frame].atlasY = curY
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curMaxWidth = int(d2helper.Max(uint32(curMaxWidth), result.Frames[frame].Width))
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atlasWidth = int(d2helper.Max(uint32(atlasWidth), uint32(curX)+result.Frames[frame].Width))
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atlasHeight = int(d2helper.Max(uint32(atlasHeight), uint32(curY)+result.Frames[frame].Height))
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curY += int(result.Frames[frame].Height)
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frame++
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}
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}
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p2 := 1
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for p2 < atlasWidth {
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p2 <<= 1
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}
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atlasWidth = p2
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p2 = 1
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for p2 < atlasHeight {
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p2 <<= 1
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}
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atlasHeight = p2
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result.atlas, _ = ebiten.NewImage(atlasWidth, atlasHeight, ebiten.FilterNearest)
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atlasBytes := make([]byte, atlasWidth*atlasHeight*4)
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frame = 0
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for d := 0; d < int(result.Directions); d++ {
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for f := 0; f < int(result.FramesPerDirection); f++ {
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f := &result.Frames[frame]
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f.Image = result.atlas.SubImage(image.Rect(f.atlasX, f.atlasY, f.atlasX+int(f.Width), f.atlasY+int(f.Height))).(*ebiten.Image)
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ox := f.atlasX
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oy := f.atlasY
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for y := 0; y < int(f.Height); y++ {
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for x := 0; x < int(f.Width); x++ {
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pix := (x + (y * int(f.Width))) * 4
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idx := (ox + x + ((oy + y) * atlasWidth)) * 4
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atlasBytes[idx] = f.FrameData[pix]
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atlasBytes[idx+1] = f.FrameData[pix+1]
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atlasBytes[idx+2] = f.FrameData[pix+2]
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atlasBytes[idx+3] = f.FrameData[pix+3]
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}
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}
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curY += int(result.Frames[frame].Height)
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frame++
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}
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}
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if err := result.atlas.ReplacePixels(atlasBytes); err != nil {
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log.Panic(err.Error())
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}
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atlasBytes = []byte{}
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result.valid = true
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return result
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}
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func (v Sprite) IsValid() bool {
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return v.valid
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}
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// GetSize returns the size of the sprite
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func (v Sprite) GetSize() (uint32, uint32) {
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frame := v.Frames[uint32(v.Frame)+(uint32(v.Direction)*v.FramesPerDirection)]
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return frame.Width, frame.Height
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}
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func (v *Sprite) updateAnimation() {
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if !v.Animate {
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return
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}
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var timePerFrame float64
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if v.SpecialFrameTime >= 0 {
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timePerFrame = (float64(v.SpecialFrameTime) / float64(len(v.Frames))) / 1000.0
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} else {
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timePerFrame = 1.0 / float64(len(v.Frames))
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}
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now := d2helper.Now()
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for v.LastFrameTime+timePerFrame < now {
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v.LastFrameTime += timePerFrame
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if !v.AnimateBackwards {
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v.Frame++
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if v.Frame >= int16(v.FramesPerDirection) {
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if v.StopOnLastFrame {
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v.Frame = int16(v.FramesPerDirection) - 1
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} else {
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v.Frame = 0
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}
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}
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continue
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}
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v.Frame--
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if v.Frame < 0 {
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if v.StopOnLastFrame {
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v.Frame = 0
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} else {
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v.Frame = int16(v.FramesPerDirection) - 1
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}
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}
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}
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}
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func (v *Sprite) ResetAnimation() {
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v.LastFrameTime = d2helper.Now()
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v.Frame = 0
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}
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func (v Sprite) OnLastFrame() bool {
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return v.Frame == int16(v.FramesPerDirection-1)
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}
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// GetFrameSize returns the size of the specific frame
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func (v Sprite) GetFrameSize(frame int) (width, height uint32) {
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width = v.Frames[frame].Width
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height = v.Frames[frame].Height
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return
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}
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// GetTotalFrames returns the number of frames in this sprite (for all directions)
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func (v Sprite) GetTotalFrames() int {
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return len(v.Frames)
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}
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// Draw draws the sprite onto the target
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func (v *Sprite) Draw(target *ebiten.Image) {
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v.updateAnimation()
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opts := &ebiten.DrawImageOptions{}
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frame := v.Frames[uint32(v.Frame)+(uint32(v.Direction)*v.FramesPerDirection)]
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opts.GeoM.Translate(
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float64(int32(v.X)+frame.OffsetX),
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float64(int32(v.Y)-int32(frame.Height)+frame.OffsetY),
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)
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if v.Blend {
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opts.CompositeMode = ebiten.CompositeModeLighter
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} else {
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opts.CompositeMode = ebiten.CompositeModeSourceOver
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}
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if v.ColorMod != nil {
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opts.ColorM = d2helper.ColorToColorM(v.ColorMod)
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}
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if err := target.DrawImage(frame.Image, opts); err != nil {
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log.Panic(err.Error())
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}
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}
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// DrawSegments draws the sprite via a grid of segments
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func (v *Sprite) DrawSegments(target *ebiten.Image, xSegments, ySegments, offset int) {
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v.updateAnimation()
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yOffset := int32(0)
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for y := 0; y < ySegments; y++ {
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xOffset := int32(0)
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biggestYOffset := int32(0)
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for x := 0; x < xSegments; x++ {
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frame := v.Frames[uint32(x+(y*xSegments)+(offset*xSegments*ySegments))]
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opts := &ebiten.DrawImageOptions{}
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opts.GeoM.Translate(
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float64(int32(v.X)+frame.OffsetX+xOffset),
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float64(int32(v.Y)+frame.OffsetY+yOffset),
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)
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if v.Blend {
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opts.CompositeMode = ebiten.CompositeModeLighter
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} else {
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opts.CompositeMode = ebiten.CompositeModeSourceOver
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}
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if v.ColorMod != nil {
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opts.ColorM = d2helper.ColorToColorM(v.ColorMod)
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}
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if err := target.DrawImage(frame.Image, opts); err != nil {
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log.Panic(err.Error())
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}
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xOffset += int32(frame.Width)
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biggestYOffset = d2helper.MaxInt32(biggestYOffset, int32(frame.Height))
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}
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yOffset += biggestYOffset
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}
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}
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// MoveTo moves the sprite to the specified coordinates
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func (v *Sprite) MoveTo(x, y int) {
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v.X = x
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v.Y = y
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}
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// GetLocation returns the location of the sprite
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func (v Sprite) GetLocation() (int, int) {
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return v.X, v.Y
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}
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