Respect sprite X and Y offsets
This makes menus display more correctly, and also fixes trees and other objects on the main map, although it messes up bounds clipping (sigh).
This commit is contained in:
@@ -156,7 +156,7 @@ func (e *env) Draw(screen *ebiten.Image) error {
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}
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func (e *env) renderCell(x, y, z int, screen *ebiten.Image) error {
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images, err := e.area.ImagesForCell(x, y, z)
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sprites, err := e.area.SpritesForCell(x, y, z)
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if err != nil {
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return err
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}
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@@ -177,10 +177,12 @@ func (e *env) renderCell(x, y, z int, screen *ebiten.Image) error {
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// TODO: iso.Scale(e.state.zoom, e.state.zoom) // apply current zoom factor
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for _, img := range images {
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if err := screen.DrawImage(img, &ebiten.DrawImageOptions{GeoM: iso}); err != nil {
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for _, spr := range sprites {
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iso.Translate(float64(spr.XOffset), float64(spr.YOffset))
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if err := screen.DrawImage(spr.Image, &ebiten.DrawImageOptions{GeoM: iso}); err != nil {
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return err
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}
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iso.Translate(float64(-spr.XOffset), float64(-spr.YOffset))
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}
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return nil
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@@ -164,10 +164,11 @@ func (e *env) drawRecord(record *menus.Record, screen *ebiten.Image, offset ebit
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x := float64(record.X)
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y := float64(record.Y)
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// Theory: we either give spriteid, or y,x,spriteId
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// Maybe: we either give spriteid, or y,x,spriteId ? Unsure, doesn't seem
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// to be needed for now
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if len(record.SpriteId) == 3 {
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x = x + float64(record.SpriteId[1])
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y = y + float64(record.SpriteId[0]*2) // FIXME: *2 works, no idea
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// x = x + float64(record.SpriteId[1])
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// y = y + float64(record.SpriteId[0])
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spriteId = record.SpriteId[2]
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}
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@@ -184,15 +185,21 @@ func (e *env) drawRecord(record *menus.Record, screen *ebiten.Image, offset ebit
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y = 0.0
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}
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log.Printf(
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"Drawing id=%v type=%v spriteid=%v x=%v y=%v desc=%q parent=%p",
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record.Id, record.Type, spriteId, record.X, record.Y, record.Desc, record.Parent,
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)
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// FIXME: Need to handle multiple objects
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obj := e.objects[0]
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sprite := obj.Sprites[spriteId]
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x = x + float64(sprite.XOffset)
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y = y + float64(sprite.YOffset)
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// Account for scaling
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x, y = offset.Apply(x, y)
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log.Printf(
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"Drawing id=%v type=%v spriteid=%v x=%v(+%v) y=%v(%+v) desc=%q parent=%p",
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record.Id, record.Type, spriteId, record.X, record.Y, sprite.XOffset, sprite.YOffset, record.Desc, record.Parent,
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)
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offset.Translate(x, y)
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screen.DrawImage(sprite.Image, &ebiten.DrawImageOptions{GeoM: offset})
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BIN
doc/formats/img/Options.mnu.png
Normal file
BIN
doc/formats/img/Options.mnu.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 281 KiB |
@@ -183,3 +183,21 @@ values:
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| 405,0,0,{8, 16} | ? |
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| 405,22,22,{2, 4, 5, 6, 7, 8, 9, 10, 13, 16} | ? |
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| 405,30,-1,5 | ? |
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## Positioning
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The X-CORD and Y-CORD values would seem to be related, to this, but they are
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universally set to 0 or -1.
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Far more important are the XOffset and YOffset values for each sprite in the
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associated .obj files. Taking these into account is enough to draw `Options.mnu`
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successfully, for instance:
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## Animation
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This seems to be done by choosing a different sprite to draw every N ticks. They
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are laid out sequentially, but I don't yet know how to animate them. It's likely
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to be the same approach as used for other obj files.
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@@ -202,15 +202,13 @@ in the CENTER position. Interesting.
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| Offset | Purpose |
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| ------ | ------- |
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| 0x0000 | ?
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| 0x0000 | x,y offset (16 bits each) |
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| 0x0004 | x,y size (16 bits each) |
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| 0x0008 | ? (blank in all cases so far)
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| 0x000c | Size of remaining pixeldata |
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| 0x0010 | Padding? |
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| 0x0014 | Padding? |
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We still don't know what the first 32 bits are all about.
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The volume represented by a cell is a little odd. We see three faces of a fake
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3D volume of size 64x64x32(ish). This is presented in an isomorphic fashion, so
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the height is 32px at the leftmost and rightmost extents and 96 in the centre.
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@@ -222,8 +220,9 @@ for instance.
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Loading a constructed `palette.obj` containing 1x63 pixels, with 0x0000 for the
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first 32 bits, caused WH40K_TD.exe to render the pixels far to the left and above
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the cell the palette objects were being placed into. This suggests they
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represent an x,y offset to draw to. Need to experiment more.
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the cell the palette objects were being placed into. Menus have a `.obj` file
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associated with them too, and the elements for `Main.mnu` draw in the correct
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places if we treat it as such.
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Considering sprites with a 1,1 x,y.
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@@ -4,8 +4,6 @@ import (
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"image"
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"log"
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"github.com/hajimehoshi/ebiten"
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"code.ur.gs/lupine/ordoor/internal/maps"
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)
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@@ -64,11 +62,11 @@ func (a *AssetStore) Map(name string) (*Map, error) {
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return m, nil
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}
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// ImagesForCell returns the sprites needed to correctly render this cell.
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// SpritesForCell returns the sprites needed to correctly render this cell.
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// They should be rendered from first to last to get the correct ordering
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func (m *Map) ImagesForCell(x, y, z int) ([]*ebiten.Image, error) {
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func (m *Map) SpritesForCell(x, y, z int) ([]*Sprite, error) {
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cell := m.raw.At(x, y, z)
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images := make([]*ebiten.Image, 0, 4)
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sprites := make([]*Sprite, 0, 4)
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for _, ref := range []maps.ObjRef{cell.Surface, cell.Right, cell.Left, cell.Center} {
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if !ref.IsActive() {
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@@ -80,13 +78,13 @@ func (m *Map) ImagesForCell(x, y, z int) ([]*ebiten.Image, error) {
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return nil, err
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}
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img, err := obj.Image(ref.Sprite())
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sprite, err := obj.Sprite(ref.Sprite())
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if err != nil {
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return nil, err
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}
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images = append(images, img)
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sprites = append(sprites, sprite)
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}
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return images, nil
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return sprites, nil
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}
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@@ -9,12 +9,23 @@ import (
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)
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type Object struct {
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assets *AssetStore
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images []*ebiten.Image
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assets *AssetStore
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sprites []*Sprite
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raw *data.Object
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}
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type Sprite struct {
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obj *Object
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XOffset int
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YOffset int
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Width int
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Height int
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Image *ebiten.Image
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}
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func (a *AssetStore) Object(name string) (*Object, error) {
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name = canonical(name)
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@@ -35,9 +46,9 @@ func (a *AssetStore) Object(name string) (*Object, error) {
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raw.Name = name
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obj := &Object{
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assets: a,
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images: make([]*ebiten.Image, int(raw.NumSprites)),
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raw: raw,
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assets: a,
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sprites: make([]*Sprite, int(raw.NumSprites)),
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raw: raw,
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}
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a.objs[name] = obj
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@@ -45,11 +56,11 @@ func (a *AssetStore) Object(name string) (*Object, error) {
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}
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// Filled lazily
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func (o *Object) Image(idx int) (*ebiten.Image, error) {
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if img := o.images[idx]; img != nil {
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return img, nil
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func (o *Object) Sprite(idx int) (*Sprite, error) {
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if sprite := o.sprites[idx]; sprite != nil {
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return sprite, nil
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}
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log.Printf("Loading sprite %v %v", o.raw.Name, idx)
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log.Printf("Loading sprite %v:%v", o.raw.Name, idx)
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if o.raw.Sprites[idx] == nil {
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if err := o.raw.LoadSprite(idx); err != nil {
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@@ -57,13 +68,22 @@ func (o *Object) Image(idx int) (*ebiten.Image, error) {
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}
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}
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stdImg := o.raw.Sprites[idx].ToImage()
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img, err := ebiten.NewImageFromImage(stdImg, ebiten.FilterDefault)
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raw := o.raw.Sprites[idx]
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img, err := ebiten.NewImageFromImage(raw.ToImage(), ebiten.FilterDefault)
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if err != nil {
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return nil, err
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}
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o.images[idx] = img
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sprite := &Sprite{
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obj: o,
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Width: int(raw.Width),
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Height: int(raw.Width),
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XOffset: int(raw.XOffset),
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YOffset: int(raw.YOffset),
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Image: img,
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}
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return img, nil
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o.sprites[idx] = sprite
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return sprite, nil
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}
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@@ -11,8 +11,10 @@ import (
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// * Width & height now stored using int
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// * Colour data is now 32-bit rather than using a palette
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type Sprite struct {
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Width int
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Height int
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XOffset int
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YOffset int
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Width int
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Height int
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Image *ebiten.Image
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}
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@@ -39,14 +41,18 @@ func ConvertObject(rawObj *data.Object, name string) (*Object, error) {
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}
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for i, rawSpr := range rawObj.Sprites {
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w := int(rawSpr.Width)
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h := int(rawSpr.Height)
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ebitenImage, err := ebiten.NewImageFromImage(rawSpr.ToImage(), ebiten.FilterDefault)
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if err != nil {
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return nil, err
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}
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out.Sprites[i] = &Sprite{Width: w, Height: h, Image: ebitenImage}
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out.Sprites[i] = &Sprite{
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XOffset: int(rawSpr.XOffset),
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YOffset: int(rawSpr.YOffset),
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Width: int(rawSpr.Width),
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Height: int(rawSpr.Height),
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Image: ebitenImage,
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}
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}
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return out, nil
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@@ -14,7 +14,8 @@ import (
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)
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type SpriteHeader struct {
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Unknown0 uint32
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XOffset uint16
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YOffset uint16
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Width uint16
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Height uint16
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Padding1 uint32 // I don't think this is used. Could be wrong.
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@@ -15,6 +15,9 @@ import (
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var (
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screenScale = flag.Float64("screen-scale", 1.0, "Scale the window by this factor")
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winX = flag.Int("win-x", 1280, "Pre-scaled window X dimension")
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winY = flag.Int("win-y", 1024, "Pre-scaled window Y dimension")
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cpuprofile = flag.String("cpuprofile", "", "write cpu profile to `file`")
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)
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@@ -27,7 +30,7 @@ type Window struct {
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updateFn func() error
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drawFn func(*ebiten.Image) error
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debug bool
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debug bool
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firstRun bool
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}
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@@ -103,16 +106,16 @@ func (w *Window) Run(updateFn func() error, drawFn func(*ebiten.Image) error) er
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w.drawFn = drawFn
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if *cpuprofile != "" {
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f, err := os.Create(*cpuprofile)
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if err != nil {
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log.Fatal("could not create CPU profile: ", err)
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}
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defer f.Close() // error handling omitted for example
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if err := pprof.StartCPUProfile(f); err != nil {
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log.Fatal("could not start CPU profile: ", err)
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}
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defer pprof.StopCPUProfile()
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}
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f, err := os.Create(*cpuprofile)
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if err != nil {
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log.Fatal("could not create CPU profile: ", err)
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}
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defer f.Close() // error handling omitted for example
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if err := pprof.StartCPUProfile(f); err != nil {
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log.Fatal("could not start CPU profile: ", err)
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}
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defer pprof.StopCPUProfile()
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}
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return ebiten.Run(w.run, 640, 480, 1, w.Title) // Native game resolution: 640x480
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return ebiten.Run(w.run, *winX, *winY, 1, w.Title) // Native game resolution: 640x480
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}
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