Limit texture size to 8192x8192 pixels
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@@ -155,22 +155,22 @@ func (e *env) getSprite(palette []string, ref maps.ObjRef) (*conv.Sprite, error)
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return nil, fmt.Errorf("Out-of-index sprite %v requested for %v", ref.Sprite(), name)
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}
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return &obj.Sprites[ref.Sprite()], nil
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return obj.Sprites[ref.Sprite()], nil
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}
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func (s *state) present(pWin *pixelgl.Window) {
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pWin.Clear(colornames.Black)
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s.env.batch.Clear()
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/*
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center := pWin.Bounds().Center()
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cam := pixel.IM
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cam = cam.ScaledXY(center, pixel.Vec{1.0, -1.0}) // invert the Y axis
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cam = cam.Scaled(pixel.ZV, s.zoom) // apply current zoom factor
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cam = cam.Moved(center.Sub(s.camPos)) // Make it central
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s.cam = cam
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pWin.SetMatrix(cam)
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*/
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center := pWin.Bounds().Center()
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cam := pixel.IM
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cam = cam.ScaledXY(center, pixel.Vec{1.0, -1.0}) // invert the Y axis
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cam = cam.Scaled(center, s.zoom) // apply current zoom factor
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cam = cam.Moved(center.Sub(s.camPos)) // Make it central
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s.cam = cam
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pWin.SetMatrix(cam)
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// TODO: we should be able to perform bounds clipping on these
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minX := int(s.env.gameMap.MinWidth)
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maxX := int(s.env.gameMap.MaxWidth)
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@@ -191,32 +191,32 @@ func (s *state) present(pWin *pixelgl.Window) {
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pWin.Update()
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}
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func (s *state) renderCell(x, y, z int, batch *pixel.Batch) {
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func (s *state) renderCell(x, y, z int, target pixel.Target) {
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var sprites []*conv.Sprite
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cell := s.env.gameMap.Cells.At(x, y, z)
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if spr, err := s.env.getSprite(s.env.set.Palette, cell.Surface); err != nil {
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log.Printf("%v %v %v surface: %v", x, y, z, err)
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} else {
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} else if spr != nil {
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sprites = append(sprites, spr)
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}
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if spr, err := s.env.getSprite(s.env.set.Palette, cell.Center); err != nil {
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log.Printf("%v %v %v center: %v", x, y, z, err)
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} else {
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} else if spr != nil {
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sprites = append(sprites, spr)
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}
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if spr, err := s.env.getSprite(s.env.set.Palette, cell.Left); err != nil {
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log.Printf("%v %v %v left: %v", x, y, z, err)
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} else {
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} else if spr != nil {
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sprites = append(sprites, spr)
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}
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if spr, err := s.env.getSprite(s.env.set.Palette, cell.Right); err != nil {
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log.Printf("%v %v %v right: %v", x, y, z, err)
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} else {
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} else if spr != nil {
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sprites = append(sprites, spr)
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}
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@@ -228,9 +228,7 @@ func (s *state) renderCell(x, y, z int, batch *pixel.Batch) {
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iso := s.cellToPix(pixel.V(fX, fY))
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for _, sprite := range sprites {
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if sprite != nil {
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sprite.Spr.Draw(batch, pixel.IM.Moved(iso))
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}
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sprite.Spr.Draw(target, pixel.IM.Moved(iso))
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}
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}
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@@ -271,9 +269,12 @@ func (s *state) handleKeys(pWin *pixelgl.Window) {
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log.Printf("WARNING: z-index not yet taken into account")
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}
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log.Printf("cam: %#v", s.cam)
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pos := s.pixToCell(s.cam.Unproject(pWin.MousePosition()))
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cell := s.env.gameMap.Cells.At(int(pos.X), int(pos.Y), s.zIdx)
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log.Printf("X=%v Y=%v, zIdx=%v", pos.X, pos.Y, s.zIdx)
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cell := s.env.gameMap.Cells.At(int(pos.X), int(pos.Y), s.zIdx)
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log.Printf("Cell=%#v", cell)
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}
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@@ -122,23 +122,19 @@ func (s *state) present(pWin *pixelgl.Window) {
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obj := s.curObject()
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sprite := obj.Sprites[s.spriteIdx]
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pWin.Clear(colornames.Black)
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s.env.batch.Clear()
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center := pWin.Bounds().Center()
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cam := pixel.IM
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cam = cam.ScaledXY(center, pixel.Vec{1.0, -1.0}) // invert the Y axis
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cam = cam.Scaled(center, s.zoom) // apply current zoom factor
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//cam = cam.Moved(center.Sub(s.camPos)) // Make it central
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//cam = cam.Rotated(center, -0.785) // Apply isometric angle
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s.cam = cam
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pWin.SetMatrix(s.cam)
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pWin.Clear(colornames.Black)
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s.env.batch.Clear()
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sprite.Spr.Draw(s.env.batch, pixel.IM.Moved(center))
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//pixel.NewSprite(sprite.Pic, sprite.Pic.Bounds()).Draw(pWin, pixel.IM.Moved(center))
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s.env.batch.Draw(pWin)
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pWin.Update()
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}
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func (s *state) handleKeys(pWin *pixelgl.Window) {
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@@ -174,6 +170,5 @@ func (s *state) handleKeys(pWin *pixelgl.Window) {
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func (s *state) curObject() *conv.Object {
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name := s.env.set.Palette[s.objIdx]
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//log.Printf("name: %v, objects: %#v", name, s.env.objects)
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return s.env.objects[name]
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}
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@@ -3,16 +3,20 @@ package conv
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import (
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"fmt"
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"image/color"
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"image/png"
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"log"
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"os"
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"github.com/faiface/pixel"
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"ur.gs/ordoor/internal/data"
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)
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var transparent = color.RGBA{0, 0, 0, 0}
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const (
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// Textures can be this size at most. So putting every sprite onto the same
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// sheet is a fraught business. With effective packing, it may be fine.
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// If not, I'll have to come up with another idea
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maxTextureX = 8192
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maxTextureY = 8192
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)
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// Important conversions:
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//
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@@ -28,86 +32,73 @@ type Sprite struct {
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type Object struct {
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Name string
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Sprites []Sprite
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}
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func maxWidth(obj *data.Object) int {
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out := 0
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for _, spr := range obj.Sprites {
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width := int(spr.Width)
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if width > out {
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out = width
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}
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}
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return out
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}
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func fullHeight(obj *data.Object) int {
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out := 0
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for _, spr := range obj.Sprites {
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out = out + int(spr.Height)
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}
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return out
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Sprites []*Sprite
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}
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func ConvertObjects(objects []*data.Object) (map[string]*Object, *pixel.PictureData) {
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// This needs to be the maxWidth of all the objects, added together
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maxX := 0
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for _, obj := range objects {
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maxX = maxX + maxWidth(obj)
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}
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// This needs to be the largest fullHeight of all the objects
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maxY := 0
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for _, obj := range objects {
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height := fullHeight(obj)
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if height > maxY {
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maxY = height
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}
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}
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// FIXME: this is rather inefficient. It would be better to determine the
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// maximum size we need for the objects at hand.
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spritesheet := pixel.MakePictureData(
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pixel.R(0.0, 0.0, float64(maxTextureX), float64(maxTextureY)),
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)
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// These are updated each time a sprite is added to the sheet
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xOffset := 0
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spritesheet := pixel.MakePictureData(pixel.R(0.0, 0.0, float64(maxX), float64(maxY)))
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yOffset := 0
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rowMaxY := 0
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out := make(map[string]*Object)
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for _, rawObj := range objects {
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log.Println("xOffset:", xOffset)
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cObj := ConvertObjectWithSpritesheet(rawObj, rawObj.Name, spritesheet, xOffset)
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xOffset = xOffset + maxWidth(rawObj)
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out[cObj.Name] = cObj
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}
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f, _ := os.Create("spritesheet.png")
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img := spritesheet.Image()
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png.Encode(f, img)
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f.Close()
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for _, rawObj := range objects {
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sprites := make([]*Sprite, 0, len(rawObj.Sprites))
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for i, rawSpr := range rawObj.Sprites {
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width := int(rawSpr.Width)
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height := int(rawSpr.Height)
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// CR+LF if needed
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if xOffset+width > maxTextureX {
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xOffset = 0
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yOffset += rowMaxY
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}
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if xOffset+width > maxTextureX || yOffset+height > maxTextureY {
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panic("Sprite does not fit in spritesheet")
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}
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spr := spriteToPic(rawObj.Name, i, rawSpr, spritesheet, xOffset, yOffset)
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sprites = append(sprites, &Sprite{width, height, spritesheet, spr})
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xOffset = xOffset + width
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if height > rowMaxY {
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rowMaxY = height
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}
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}
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out[rawObj.Name] = &Object{Name: rawObj.Name, Sprites: sprites}
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}
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return out, spritesheet
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}
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func ConvertObjectWithSpritesheet(rawObj *data.Object, name string, pic *pixel.PictureData, xOffset int) *Object {
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out := &Object{
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Name: name,
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Sprites: make([]Sprite, len(rawObj.Sprites)),
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}
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// We store the sprites vertically in the provided pic
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yOffset := 0
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log.Printf("Converting %v: xOffset = %v", name, xOffset)
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out := &Object{
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Name: name,
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Sprites: make([]*Sprite, len(rawObj.Sprites)),
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}
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for i, rawSpr := range rawObj.Sprites {
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spr := spriteToPic(name, i, rawSpr, pic, xOffset, yOffset)
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log.Printf(" %#v", spr.Frame())
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out.Sprites[i] = Sprite{
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out.Sprites[i] = &Sprite{
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Width: int(rawSpr.Width),
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Height: int(rawSpr.Height),
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Pic: pic,
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Spr: spr,
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}
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yOffset = yOffset + int(rawSpr.Height)
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}
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@@ -117,7 +108,7 @@ func ConvertObjectWithSpritesheet(rawObj *data.Object, name string, pic *pixel.P
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func ConvertObject(rawObj *data.Object, name string) *Object {
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out := &Object{
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Name: name,
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Sprites: make([]Sprite, len(rawObj.Sprites)),
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Sprites: make([]*Sprite, len(rawObj.Sprites)),
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}
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for i, rawSpr := range rawObj.Sprites {
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@@ -131,7 +122,7 @@ func ConvertObject(rawObj *data.Object, name string) *Object {
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)
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spr := spriteToPic(name, i, rawSpr, pic, 0, 0)
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out.Sprites[i] = Sprite{
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out.Sprites[i] = &Sprite{
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Width: int(rawSpr.Width),
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Height: int(rawSpr.Height),
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Pic: pic,
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@@ -146,20 +137,17 @@ func spriteToPic(name string, idx int, sprite *data.Sprite, pic *pixel.PictureDa
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width := int(sprite.Width)
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height := int(sprite.Height)
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//log.Printf("%v %v: width=%v height=%v", name, idx, width, height)
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for y := 0; y < height; y++ {
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for x := 0; x < width; x++ {
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b := sprite.Data[y*width+x]
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// Update the picture
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if err := setPaletteColor(pic, x+xOffset, y+yOffset, b); err != nil {
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//log.Printf("%s %d: %d,%d: %v", name, idx, x, y, err)
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log.Printf("%s %d: %d,%d: %v", name, idx, x, y, err)
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}
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}
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}
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// FIXME: I really don't get this fetish for starting at the bottom-left
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bounds := pixel.R(
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float64(xOffset),
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float64(yOffset),
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@@ -167,9 +155,6 @@ func spriteToPic(name string, idx int, sprite *data.Sprite, pic *pixel.PictureDa
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float64(yOffset+height),
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)
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//bounds.Min = bounds.Min.ScaledXY(pixel.Vec{1.0, -1.0})
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//bounds.Max = bounds.Max.ScaledXY(pixel.Vec{1.0, -1.0})
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return pixel.NewSprite(pic, bounds)
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}
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