ebiten: convert view-set
This commit is contained in:
@@ -2,14 +2,13 @@ package main
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import (
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import (
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"flag"
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"flag"
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"image"
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"log"
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"log"
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"math"
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"math"
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"os"
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"os"
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"path/filepath"
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"path/filepath"
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"github.com/faiface/pixel"
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"github.com/hajimehoshi/ebiten"
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"github.com/faiface/pixel/pixelgl"
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"golang.org/x/image/colornames"
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"ur.gs/ordoor/internal/conv"
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"ur.gs/ordoor/internal/conv"
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"ur.gs/ordoor/internal/data"
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"ur.gs/ordoor/internal/data"
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@@ -25,20 +24,18 @@ var (
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type env struct {
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type env struct {
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set *sets.MapSet
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set *sets.MapSet
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objects map[string]*conv.Object
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objects map[string]*conv.Object
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batch *pixel.Batch
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step int
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state state
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lastState state
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}
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}
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type state struct {
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type state struct {
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env *env
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step int
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objIdx int
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objIdx int
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spriteIdx int
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spriteIdx int
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zoom float64
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zoom float64
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origin image.Point
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cam pixel.Matrix
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camPos pixel.Vec
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}
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}
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func main() {
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func main() {
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@@ -54,7 +51,7 @@ func main() {
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log.Fatalf("Couldn't load set file %s: %v", *setFile, err)
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log.Fatalf("Couldn't load set file %s: %v", *setFile, err)
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}
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}
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rawObjs := []*data.Object{}
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rawObjs := make([]*data.Object, 0, len(mapSet.Palette))
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for _, name := range mapSet.Palette {
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for _, name := range mapSet.Palette {
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objFile := filepath.Join(*gamePath, "Obj", name+".obj")
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objFile := filepath.Join(*gamePath, "Obj", name+".obj")
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obj, err := data.LoadObject(objFile)
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obj, err := data.LoadObject(objFile)
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@@ -66,109 +63,115 @@ func main() {
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rawObjs = append(rawObjs, obj)
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rawObjs = append(rawObjs, obj)
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}
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}
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objects, spritesheet := conv.ConvertObjects(rawObjs)
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objs := make([]*conv.Object, 0, len(rawObjs))
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batch := pixel.NewBatch(&pixel.TrianglesData{}, spritesheet)
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for _, rawObj := range rawObjs {
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obj, err := conv.ConvertObject(rawObj, rawObj.Name)
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if err != nil {
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log.Fatal(err)
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}
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env := &env{objects: conv.MapByName(objects), set: mapSet, batch: batch}
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objs = append(objs, obj)
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}
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// The main thread now belongs to pixelgl
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pixelgl.Run(env.run)
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}
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func (e *env) run() {
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win, err := ui.NewWindow("View Set: " + *setFile)
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win, err := ui.NewWindow("View Set: " + *setFile)
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if err != nil {
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if err != nil {
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log.Fatal("Couldn't create window: %v", err)
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log.Fatal("Couldn't create window: %v", err)
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}
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}
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pWin := win.PixelWindow
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state := state{zoom: 8.0}
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state := &state{
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env := &env{
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env: e,
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set: mapSet,
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camPos: pixel.V(0, float64(-pWin.Bounds().Size().Y)),
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objects: conv.MapByName(objs),
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zoom: 8.0,
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state: state,
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lastState: state,
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}
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}
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// For now, just try to display the various objects
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win.OnKeyUp(ebiten.KeyLeft, env.changeObjIdx(-1))
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// left + right to change object, up + down to change frame
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win.OnKeyUp(ebiten.KeyRight, env.changeObjIdx(+1))
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win.Run(func() {
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oldState := *state
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state = state.runStep(pWin)
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if oldState != *state || oldState.step == 0 {
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win.OnKeyUp(ebiten.KeyUp, env.changeSpriteIdx(+1))
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log.Printf(
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win.OnKeyUp(ebiten.KeyDown, env.changeSpriteIdx(-1))
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"new state: numObj=%d object=%d (%s) numFrames=%d sprite=%d zoom=%.2f",
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state.env.set.Count(),
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state.objIdx,
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state.env.set.Palette[state.objIdx], // FIXME: palette is a confusing name
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len(state.curObject().Sprites),
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state.spriteIdx,
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state.zoom,
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)
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state.present(pWin)
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}
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state.step += 1
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win.OnMouseWheel(env.changeZoom)
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})
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// Main thread now belongs to ebiten
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if err := win.Run(env.Update, env.Draw); err != nil {
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log.Fatal(err)
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}
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}
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}
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func (s *state) runStep(pWin *pixelgl.Window) *state {
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func (e *env) Update() error {
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newState := *s
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if e.step == 0 || e.lastState != e.state {
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newState.handleKeys(pWin)
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log.Printf(
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"new state: numObj=%d object=%d (%s) numFrames=%d sprite=%d zoom=%.2f",
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e.set.Count(),
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e.state.objIdx,
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e.set.Palette[e.state.objIdx], // FIXME: palette is a confusing name
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len(e.curObject().Sprites),
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e.state.spriteIdx,
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e.state.zoom,
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)
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}
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return &newState
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e.step += 1
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e.lastState = e.state
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return nil
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}
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}
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func (s *state) present(pWin *pixelgl.Window) {
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func (e *env) Draw(screen *ebiten.Image) error {
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obj := s.curObject()
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obj := e.curObject()
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sprite := obj.Sprites[s.spriteIdx]
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sprite := obj.Sprites[e.state.spriteIdx]
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pWin.Clear(colornames.Black)
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cam := ebiten.GeoM{}
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s.env.batch.Clear()
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cam.Scale(e.state.zoom, e.state.zoom) // apply current zoom factor
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center := pWin.Bounds().Center()
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// TODO: centre the image
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cam := pixel.IM
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return screen.DrawImage(sprite.Image, &ebiten.DrawImageOptions{GeoM: cam})
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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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s.cam = cam
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pWin.SetMatrix(s.cam)
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sprite.Spr.Draw(s.env.batch, pixel.IM.Moved(center))
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s.env.batch.Draw(pWin)
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}
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}
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func (s *state) handleKeys(pWin *pixelgl.Window) {
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func (e *env) changeObjIdx(by int) func() {
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if pWin.JustPressed(pixelgl.KeyLeft) {
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return func() {
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if s.objIdx > 0 {
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old := e.state.objIdx
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s.objIdx -= 1
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e.state.objIdx += by
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s.spriteIdx = 0
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if e.state.objIdx < 0 {
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e.state.objIdx = 0
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}
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if e.state.objIdx > e.set.Count()-1 {
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e.state.objIdx = e.set.Count() - 1
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}
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// reset sprite index when object changes
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if old != e.state.objIdx {
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e.state.spriteIdx = 0
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}
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}
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}
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}
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}
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if pWin.JustPressed(pixelgl.KeyRight) {
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func (e *env) changeSpriteIdx(by int) func() {
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if s.objIdx < s.env.set.Count()-1 {
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return func() {
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s.objIdx += 1
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e.state.spriteIdx += by
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s.spriteIdx = 0
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}
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if e.state.spriteIdx < 0 {
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}
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e.state.spriteIdx = 0
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}
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if pWin.JustPressed(pixelgl.KeyDown) {
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if s.spriteIdx > 0 {
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count := len(e.curObject().Sprites)
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s.spriteIdx -= 1
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if e.state.spriteIdx > count-1 {
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}
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e.state.spriteIdx = count - 1
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}
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if pWin.JustPressed(pixelgl.KeyUp) {
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if s.spriteIdx < len(s.curObject().Sprites)-1 {
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s.spriteIdx += 1
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}
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}
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}
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}
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}
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func (e *env) changeZoom(_, y float64) {
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// Zoom in and out with the mouse wheel
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// Zoom in and out with the mouse wheel
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s.zoom *= math.Pow(1.2, pWin.MouseScroll().Y)
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e.state.zoom *= math.Pow(1.2, y)
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}
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}
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func (s *state) curObject() *conv.Object {
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func (e *env) curObject() *conv.Object {
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name := s.env.set.Palette[s.objIdx]
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name := e.set.Palette[e.state.objIdx]
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return s.env.objects[name]
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return e.objects[name]
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}
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}
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