Formalise a bit in each cell as an "IsActive()" bit
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@@ -52,7 +52,7 @@ var transparent = color.RGBA{0, 0, 0, 0}
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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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log.Printf("%v %v: width=%v height=%v", name, idx, sprite.Width, sprite.Height)
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//log.Printf("%v %v: width=%v height=%v", name, idx, sprite.Width, sprite.Height)
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for y := 0; y < int(sprite.Height); y++ {
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// Start with all bytes transparent
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@@ -61,7 +61,7 @@ func spriteToPic(name string, idx int, sprite *data.Sprite) *pixel.PictureData {
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}
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row := sprite.Rows[y]
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log.Printf("%#v", row)
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//log.Printf("%#v", row)
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pixels := row[0 : len(row)-1] // Strip off the record separator (0x00)
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// Not really clear on what this does yet. Aligned with sprite width in
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@@ -79,7 +79,7 @@ func spriteToPic(name string, idx int, sprite *data.Sprite) *pixel.PictureData {
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// Do nothing if we're out of pixels
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if u0 == 0x80 {
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log.Printf("Handling 0x80: %#v", pixels)
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//log.Printf("Handling 0x80: %#v", pixels)
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xOffset = int(pixels[0])
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pixels = pixels[1:len(pixels)]
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@@ -98,10 +98,10 @@ func spriteToPic(name string, idx int, sprite *data.Sprite) *pixel.PictureData {
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}
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}
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log.Printf(
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"%v %d: len(row)=%v, len(pixels)=%v sprWidth=%v u0=%v xOffset=%v",
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name, idx, len(row), len(pixels), sprite.Width, u0, xOffset,
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)
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//log.Printf(
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// "%v %d: len(row)=%v, len(pixels)=%v sprWidth=%v u0=%v xOffset=%v",
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// name, idx, len(row), len(pixels), sprite.Width, u0, xOffset,
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//)
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for x, b := range pixels {
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vec := pixel.V(float64(xOffset+x), float64(y))
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