gg/sprite.go

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package gg
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import (
"github.com/hajimehoshi/ebiten/v2"
)
type Sprite struct {
Transform
ShaderOptions
Floating, Visible bool
}
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func (s *Sprite) Draw(
e *Engine,
i *Image,
) {
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// Nothing to draw.
if s.Images[0] == nil {
return
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}
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t := s.Rectangle().Transform
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m := &Matrix{}
m.Concat(t.Matrix())
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if !s.Floating {
m.Concat(e.Camera().RealMatrix(
e,
))
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}
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// Drawing without shader.
if s.Shader == nil {
opts := &ebiten.DrawImageOptions{}
opts.GeoM = *m
i.DrawImage(s.Images[0], opts)
return
}
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w, h := s.Images[0].Size()
// Drawing with shader.
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opts := &ebiten.DrawRectShaderOptions{
Images: s.Images,
Uniforms: s.Uniforms,
GeoM: *m,
}
i.DrawRectShader(w, h, s.Shader, opts)
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}
// Check is sprite is visible.
func (s *Sprite) IsVisible() bool {
return s.Visible
}
// Return the rectangle that contains the sprite.
func (s *Sprite) Rectangle() Rectangle {
if s.Images[0] == nil {
panic("trying to get rectangle for nil image pointer")
}
w, h := s.Images[0].Size()
t := s.Transform
t.RA.X *= Float(w)
t.RA.Y *= Float(h)
return Rectangle{t}
}
func (s *Sprite) Triangles() Triangles {
return s.Rectangle().Triangles()
}