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).
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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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