2018-01-24 06:04:24 -07:00

79 lines
1.6 KiB
Go

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