WIP: Speed up rendering by using a spritesheet
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@@ -31,6 +31,7 @@ type env struct {
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set *sets.MapSet
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objects map[string]*conv.Object
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sprites map[string][]*pixel.Sprite
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batch *pixel.Batch
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}
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type state struct {
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@@ -68,8 +69,7 @@ func main() {
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log.Fatalf("Couldn't load set file %s: %v", setFile, err)
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}
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objects := make(map[string]*conv.Object)
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rawObjs := []*data.Object{}
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for _, name := range mapSet.Palette {
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objFile := filepath.Join(*gamePath, "Obj", name+".obj")
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obj, err := data.LoadObject(objFile)
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@@ -77,13 +77,18 @@ func main() {
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log.Fatalf("Failed to load %s: %v", name, err)
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}
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objects[name] = conv.ConvertObject(obj, name)
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obj.Name = name
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rawObjs = append(rawObjs, obj)
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}
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objects, spritesheet := conv.ConvertObjects(rawObjs)
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batch := pixel.NewBatch(&pixel.TrianglesData{}, spritesheet)
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env := &env{
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gameMap: gameMap,
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set: mapSet,
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objects: objects,
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batch: batch,
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}
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// The main thread now belongs to pixelgl
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@@ -153,21 +158,19 @@ func (e *env) getSprite(palette []string, ref maps.ObjRef) (*conv.Sprite, error)
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return &obj.Sprites[ref.Sprite()], nil
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}
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// TODO: build all the sprites in the set into a single spritesheet so we can
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// use pixel.Batch
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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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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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// cam = cam.Rotated(center.Sub(s.camPos), s.rot) // Apply isometric angle
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s.cam = cam
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pWin.SetMatrix(cam)
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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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// 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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@@ -179,13 +182,16 @@ func (s *state) present(pWin *pixelgl.Window) {
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for z := minZ; z < maxZ; z++ {
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for y := minY; y < maxY; y++ {
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for x := minX; x < maxX; x++ {
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s.renderCell(x, y, z, pWin)
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s.renderCell(x, y, z, s.env.batch)
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}
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}
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}
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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) renderCell(x, y, z int, pWin *pixelgl.Window) {
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func (s *state) renderCell(x, y, z int, batch *pixel.Batch) {
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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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@@ -223,7 +229,7 @@ func (s *state) renderCell(x, y, z int, pWin *pixelgl.Window) {
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for _, sprite := range sprites {
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if sprite != nil {
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sprite.Spr.Draw(pWin, pixel.IM.Moved(iso))
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sprite.Spr.Draw(batch, pixel.IM.Moved(iso))
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}
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}
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}
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@@ -25,6 +25,7 @@ var (
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type env struct {
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set *sets.MapSet
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objects map[string]*conv.Object
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batch *pixel.Batch
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}
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type state struct {
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@@ -53,19 +54,22 @@ func main() {
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log.Fatalf("Couldn't load set file %s: %v", *setFile, err)
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}
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objects := make(map[string]*conv.Object)
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rawObjs := []*data.Object{}
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for _, name := range mapSet.Palette {
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objFile := filepath.Join(*gamePath, "Obj", name+".obj")
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obj, err := data.LoadObject(objFile)
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if err != nil {
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log.Fatalf("Failed to load %s: %v", name, err)
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}
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obj.Name = name
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objects[name] = conv.ConvertObject(obj, name)
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rawObjs = append(rawObjs, obj)
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}
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env := &env{objects: objects, set: mapSet}
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objects, spritesheet := conv.ConvertObjects(rawObjs)
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batch := pixel.NewBatch(&pixel.TrianglesData{}, spritesheet)
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env := &env{objects: objects, set: mapSet, batch: batch}
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// The main thread now belongs to pixelgl
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pixelgl.Run(env.run)
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@@ -129,7 +133,12 @@ func (s *state) present(pWin *pixelgl.Window) {
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pWin.SetMatrix(s.cam)
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pWin.Clear(colornames.Black)
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pixel.NewSprite(sprite.Pic, sprite.Pic.Bounds()).Draw(pWin, pixel.IM.Moved(center))
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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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@@ -165,6 +174,6 @@ 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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//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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@@ -3,7 +3,9 @@ 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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@@ -29,6 +31,89 @@ type Object struct {
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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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}
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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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xOffset := 0
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spritesheet := pixel.MakePictureData(pixel.R(0.0, 0.0, float64(maxX), float64(maxY)))
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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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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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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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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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return out
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}
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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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@@ -36,37 +121,56 @@ func ConvertObject(rawObj *data.Object, name string) *Object {
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}
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for i, rawSpr := range rawObj.Sprites {
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pic := spriteToPic(name, i, rawSpr)
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pic := pixel.MakePictureData(
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pixel.R(
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float64(0),
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float64(0),
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float64(rawSpr.Width),
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float64(rawSpr.Height),
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),
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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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Width: int(rawSpr.Width),
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Height: int(rawSpr.Height),
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Pic: pic,
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Spr: pixel.NewSprite(pic, pic.Bounds()),
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Spr: spr,
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}
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}
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return out
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}
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func spriteToPic(name string, idx int, sprite *data.Sprite) *pixel.PictureData {
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pic := pixel.MakePictureData(pixel.R(float64(0), float64(0), float64(sprite.Width), float64(sprite.Height)))
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func spriteToPic(name string, idx int, sprite *data.Sprite, pic *pixel.PictureData, xOffset, yOffset int) *pixel.Sprite {
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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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//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, y, b); err != nil {
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log.Printf("%s %d: %d,%d: %v", name, idx, x, y, err)
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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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}
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}
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}
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return pic
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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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float64(xOffset+width),
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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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func setPaletteColor(pic *pixel.PictureData, x int, y int, colorIdx byte) error {
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@@ -80,6 +80,7 @@ type Object struct {
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ObjectHeader
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Filename string
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Name string // left blank for use by you
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Sprites []*Sprite
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}
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Block a user