Animate sprite
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76
gameobjects/animate.go
Normal file
76
gameobjects/animate.go
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package gameobjects
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import (
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"github.com/faiface/pixel"
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"github.com/faiface/pixel/pixelgl"
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)
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type Animate struct {
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//PlayerVec pixel.Vec
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Sprite *pixel.Sprite
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Up []pixel.Rect
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Down []pixel.Rect
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Left []pixel.Rect
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Right []pixel.Rect
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Idle bool
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Dir int
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Frame int
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Current []pixel.Rect
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SprSheet pixel.Picture
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}
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func NewAnimation(spriteSheet pixel.Picture, sprFrames []pixel.Rect) Animate {
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var animation Animate
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for i := 0; i < 3; i++ {
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animation.Up = append(animation.Up, sprFrames[i])
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}
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for i := 3; i < 6; i++ {
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animation.Right = append(animation.Right, sprFrames[i])
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}
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for i := 6; i < 9; i++ {
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animation.Left = append(animation.Left, sprFrames[i])
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}
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for i := 9; i < 12; i++ {
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animation.Down = append(animation.Down, sprFrames[i])
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}
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animation.Current = animation.Down
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animation.SprSheet = spriteSheet
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animation.Sprite = pixel.NewSprite(spriteSheet, animation.Current[0])
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animation.Frame = 0
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animation.Idle = false
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return animation
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}
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var elapsedTime int64 = 0
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func (a *Animate) Update(dt int64) {
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var direction int = a.Dir
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switch direction {
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case 0:
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a.Current = a.Up
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case 1:
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a.Current = a.Down
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case 2:
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a.Current = a.Left
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case 3:
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a.Current = a.Right
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}
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elapsedTime += dt
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if elapsedTime >= 1000000000/10 {
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a.Frame++
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elapsedTime -= 1000000000 / 10
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}
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if a.Frame >= 3 {
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a.Frame = 0
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}
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if a.Idle {
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a.Frame = 0
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}
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a.Sprite.Set(a.SprSheet, a.Current[a.Frame])
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}
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func (a *Animate) Render(win *pixelgl.Window, pVec pixel.Vec) {
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a.Sprite.Draw(win, pixel.IM.Scaled(pixel.ZV, 4).Moved(pVec))
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}
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