First pass at displaying Menu files
This commit is contained in:
@@ -5,25 +5,32 @@ import (
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"fmt"
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"log"
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"path/filepath"
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"strings"
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"ur.gs/ordoor/internal/data"
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"ur.gs/ordoor/internal/maps"
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"ur.gs/ordoor/internal/menus"
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"ur.gs/ordoor/internal/sets"
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)
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var (
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gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
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skipObj = flag.Bool("skip-obj", true, "Skip loading .obj files")
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)
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func main() {
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flag.Parse()
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loadData()
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loadObj()
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if !*skipObj {
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loadObj()
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}
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loadMapsFrom("Maps")
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loadMapsFrom("MultiMaps")
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loadSets()
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loadMenus()
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}
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func loadData() {
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@@ -128,3 +135,33 @@ func loadSets() {
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fmt.Printf(" * `%s`: center expected=%d actual=%d\n", key, mapSet.CenterCount, len(mapSet.CenterPalette))
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}
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}
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func loadMenus() {
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menusPath := filepath.Join(*gamePath, "Menu")
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menus, err := menus.LoadMenus(menusPath)
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if err != nil {
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log.Fatalf("Failed to parse %s/*.mnu as menus: %v", menusPath, err)
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}
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for _, menu := range menus {
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fmt.Printf(" * `%s`: objects=%v fonts=%v\n", menu.Name, menu.ObjectFiles, menu.FontNames)
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for _, record := range menu.Records {
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displayRecord(record, 2)
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}
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}
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}
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func displayRecord(record *menus.Record, depth int) {
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content := fmt.Sprintf("id=%v type=%v sprite=%v", record.Id, record.Type, record.SpriteId)
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if !record.Active {
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content = "(" + content + ")"
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}
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fmt.Printf("%s* %s\n", strings.Repeat(" ", depth), content)
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for _, child := range record.Children {
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displayRecord(child, depth+1)
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}
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}
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198
cmd/view-menu/main.go
Normal file
198
cmd/view-menu/main.go
Normal file
@@ -0,0 +1,198 @@
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package main
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import (
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"flag"
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"log"
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"os"
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"path/filepath"
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"github.com/faiface/pixel"
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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/data"
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"ur.gs/ordoor/internal/menus"
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"ur.gs/ordoor/internal/ui"
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)
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var (
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gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
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menuFile = flag.String("menu", "", "Path to a .mnu file, e.g. ./orig/Menu/MainGame.mnu")
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)
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type env struct {
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menu *menus.Menu
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objects []*conv.Object
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batch *pixel.Batch
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}
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type state struct {
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env *env
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step int
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// Redraw the window if these change
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winPos pixel.Vec
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winBounds pixel.Rect
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}
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func main() {
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flag.Parse()
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if *gamePath == "" || *menuFile == "" {
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flag.Usage()
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os.Exit(1)
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}
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menu, err := menus.LoadMenu(*menuFile)
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if err != nil {
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log.Fatalf("Couldn't load menu file %s: %v", *menuFile, err)
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}
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rawObjs := []*data.Object{}
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for _, name := range menu.ObjectFiles {
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objFile := filepath.Join(filepath.Dir(*menuFile), name)
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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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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{objects: objects, menu: menu, 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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}
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func (e *env) run() {
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win, err := ui.NewWindow("View Menu: " + *menuFile)
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if err != nil {
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log.Fatal("Couldn't create window: %v", err)
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}
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pWin := win.PixelWindow
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state := &state{env: e}
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// For now, just try to display the various objects
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// left + right to change object, up + down to change frame
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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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state.present(pWin)
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}
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state.step += 1
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})
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}
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func (s *state) runStep(pWin *pixelgl.Window) *state {
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newState := *s
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newState.winPos = pWin.GetPos()
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newState.winBounds = pWin.Bounds()
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newState.handleKeys(pWin)
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return &newState
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}
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const (
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origX = 640.0
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origY = 480.0
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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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// The menus expect to be drawn to a 640x480 screen. We need to scale and
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// project that so it fills the window appropriately. This is a combination
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// of translate + zoom
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winSize := pWin.Bounds().Max
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scaleFactor := pixel.Vec{winSize.X / origX, winSize.Y / origY}
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cam := pixel.IM
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cam = cam.ScaledXY(pixel.ZV, pixel.Vec{1.0, -1.0}) // invert the Y axis
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cam = cam.Moved(pixel.Vec{origX / 2, origY / 2})
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cam = cam.ScaledXY(pixel.ZV, scaleFactor)
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s.env.batch.SetMatrix(cam)
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for _, record := range s.env.menu.Records {
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s.drawRecord(record, s.env.batch)
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}
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s.env.batch.Draw(pWin)
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}
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func (s *state) drawRecord(record *menus.Record, target pixel.Target) {
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if !record.Active {
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return
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}
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// Draw this record if it's valid to do so. FIXME: lots to learn
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if record.SpriteId >= 0 {
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x := float64(record.X)
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y := float64(record.Y)
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// FIXME: some are set at -1, -1. No idea why
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if x < 0.0 {
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x = 0.0
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}
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if y < 0.0 {
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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",
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record.Id, record.Type, record.SpriteId, x, y,
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)
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// FIXME: Need to handle multiple objects
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obj := s.env.objects[0]
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sprite := obj.Sprites[record.SpriteId]
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sprite.Spr.Draw(target, pixel.IM.Moved(pixel.V(x, y)))
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}
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// Draw all children of this record
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for _, child := range record.Children {
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s.drawRecord(child, target)
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}
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}
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func (s *state) handleKeys(pWin *pixelgl.Window) {
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/*
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if pWin.JustPressed(pixelgl.KeyLeft) {
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if s.objIdx > 0 {
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s.objIdx -= 1
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s.spriteIdx = 0
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}
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}
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if pWin.JustPressed(pixelgl.KeyRight) {
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if s.objIdx < s.env.set.Count()-1 {
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s.objIdx += 1
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s.spriteIdx = 0
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}
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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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s.spriteIdx -= 1
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}
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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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// 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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*/
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}
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