2023-10-23 15:45:18 +03:00
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package gg
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2023-02-17 12:47:17 +03:00
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2023-02-17 23:51:40 +03:00
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import (
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"github.com/hajimehoshi/ebiten/v2"
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2023-12-23 00:09:07 +03:00
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//"fmt"
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)
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2023-02-17 16:56:15 +03:00
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type Sprite struct {
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Object
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Transform
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ShaderOptions
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Floating bool
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Visibility
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}
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2024-01-11 04:45:28 +03:00
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var (
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//spritesOp DrawImageOptions
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)
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func (s *Sprite) Draw(c *Context) []EVertex {
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// Nothing to draw.
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if s.Images[0] == nil {
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return nil
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}
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t := s.RectangleToDraw().Transform
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m := t.Matrix()
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if !s.Floating {
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m.Concat(c.Camera.RealMatrix())
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}
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// Drawing without shader.
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if s.Shader == nil {
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c.DrawImage(s.Images[0], &ebiten.DrawImageOptions{
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GeoM: m,
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})
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return nil
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}
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w, h := s.Images[0].Size()
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// Drawing with shader.
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c.DrawRectShader(w, h, s.Shader, &ebiten.DrawRectShaderOptions{
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Images: s.Images,
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Uniforms: s.Uniforms,
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GeoM: m,
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})
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return nil
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}
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// Return the rectangle that contains the sprite to draw.
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func (s *Sprite) RectangleToDraw() Rectangle {
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if s.Images[0] == nil {
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return Rectangle{}
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}
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w, h := s.Images[0].Size()
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t := s.Transform
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t.Around.X *= Float(w)
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t.Around.Y *= Float(h)
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return Rectangle{
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Transform: t,
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}
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}
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// Return the rectangle that contains the sprite in the engine.
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func (s *Sprite) Rectangle() Rectangle {
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if s.Images[0] == nil {
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return Rectangle{
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Transform: s.Transform,
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}
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}
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w, h := s.Images[0].Size()
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t := s.Transform
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return Rectangle{
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Transform: t,
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Width: Float(w),
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Height: Float(h),
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}
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}
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// Get triangles of the rectangle that contains the sprite
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// and has the same widght and height.
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func (s *Sprite) MakeTriangles() Triangles {
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return s.Rectangle().MakeTriangles()
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}
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func (s *Sprite) Vertices() Vertices {
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return s.Rectangle().Vertices()
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}
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func (s *Sprite) Edges() Edges {
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return s.Rectangle().Edges()
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}
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func (s *Sprite) ContainedPoints(pts Points) Points {
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return s.Rectangle().ContainedPoints(pts)
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}
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