started animation background
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@ -32,7 +32,7 @@ type AnimationGeo struct {
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type AnimationFrame struct {
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Position AnimationGeo `json:"frame"`
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// FIXME: maybe also add delay etc? might be cool to tweak these things from LDTK
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Duration int
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}
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type AnimationMeta struct {
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72
assets/sprites/backgroundstars-animated.json
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72
assets/sprites/backgroundstars-animated.json
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@ -0,0 +1,72 @@
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{ "frames": [
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{
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"filename": "backgroundstars 0.ase",
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"frame": { "x": 0, "y": 0, "w": 640, "h": 384 },
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"rotated": false,
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"trimmed": false,
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"spriteSourceSize": { "x": 0, "y": 0, "w": 640, "h": 384 },
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"sourceSize": { "w": 640, "h": 384 },
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"duration": 500
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},
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{
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"filename": "backgroundstars 1.ase",
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"frame": { "x": 640, "y": 0, "w": 640, "h": 384 },
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"rotated": false,
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"trimmed": false,
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"spriteSourceSize": { "x": 0, "y": 0, "w": 640, "h": 384 },
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"sourceSize": { "w": 640, "h": 384 },
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"duration": 100
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},
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{
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"filename": "backgroundstars 2.ase",
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"frame": { "x": 1280, "y": 0, "w": 640, "h": 384 },
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"rotated": false,
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"trimmed": false,
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"spriteSourceSize": { "x": 0, "y": 0, "w": 640, "h": 384 },
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"sourceSize": { "w": 640, "h": 384 },
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"duration": 500
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},
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{
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"filename": "backgroundstars 3.ase",
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"frame": { "x": 1920, "y": 0, "w": 640, "h": 384 },
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"rotated": false,
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"trimmed": false,
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"spriteSourceSize": { "x": 0, "y": 0, "w": 640, "h": 384 },
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"sourceSize": { "w": 640, "h": 384 },
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"duration": 100
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},
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{
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"filename": "backgroundstars 4.ase",
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"frame": { "x": 2560, "y": 0, "w": 640, "h": 384 },
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"rotated": false,
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"trimmed": false,
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"spriteSourceSize": { "x": 0, "y": 0, "w": 640, "h": 384 },
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"sourceSize": { "w": 640, "h": 384 },
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"duration": 500
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},
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{
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"filename": "backgroundstars 5.ase",
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"frame": { "x": 3200, "y": 0, "w": 640, "h": 384 },
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"rotated": false,
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"trimmed": false,
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"spriteSourceSize": { "x": 0, "y": 0, "w": 640, "h": 384 },
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"sourceSize": { "w": 640, "h": 384 },
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"duration": 100
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}
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],
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"meta": {
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"app": "http://www.aseprite.org/",
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"version": "1.x-dev",
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"image": "backgroundstars-animated.png",
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"format": "RGBA8888",
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"size": { "w": 3840, "h": 384 },
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"scale": "1",
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"frameTags": [
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],
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"layers": [
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{ "name": "Layer", "opacity": 255, "blendMode": "normal" }
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],
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"slices": [
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]
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}
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}
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BIN
assets/sprites/backgroundstars-animated.png
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BIN
assets/sprites/backgroundstars-animated.png
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Binary file not shown.
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After Width: | Height: | Size: 21 KiB |
Binary file not shown.
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Before Width: | Height: | Size: 13 KiB |
@ -37,10 +37,11 @@ func NewLevel(game *Game, cellsize int, plan *ldtkgo.Level) *Level {
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systemlist := []systems.System{}
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gridcontainer := &grid.GridContainer{}
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bgimage := util.GetBGImage(plan)
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systemlist = append(systemlist,
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systems.NewGridSystem(game.World, game.ScreenWidth, game.ScreenHeight, cellsize,
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assets.Assets[util.GetBGImage(plan)]))
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bgimage))
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systemlist = append(systemlist, systems.NewCollectibleSystem(game.World, cellsize))
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@ -1,7 +1,14 @@
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package systems
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import (
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"log/slog"
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"openquell/assets"
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"openquell/components"
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. "openquell/components"
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"openquell/config"
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"openquell/util"
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"log"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/mlange-42/arche/ecs"
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@ -15,14 +22,20 @@ type GridSystem struct {
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Cache *ebiten.Image
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Count int // register tile count, invalidates cache
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Background *ebiten.Image
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Animate components.Animation
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BackgroundAnimated bool
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Width, Height, Tilesize int
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}
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func NewGridSystem(world *ecs.World, width, height,
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tilesize int, background *ebiten.Image) System {
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tilesize int, background string) System {
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cache := ebiten.NewImage(width, height)
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if !util.Exists(assets.Assets, background) {
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log.Fatalf("no background %s in assets", background)
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}
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system := &GridSystem{
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Selector: generic.NewFilter3[Renderable, Position, Solid](),
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UseCache: false,
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@ -30,14 +43,46 @@ func NewGridSystem(world *ecs.World, width, height,
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Width: width,
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Height: height,
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Tilesize: tilesize,
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Background: background,
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Background: assets.Assets[background],
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World: world,
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}
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if util.Exists(assets.Animations, background+"-animated") {
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system.BackgroundAnimated = true
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system.Animate = components.Animation{
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Active: true,
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Loop: true,
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Tiles: assets.Animations[background+"-animated"].Sprites,
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}
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system.Animate.Timer.Start(config.ANIMATION_LOOPWAIT)
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}
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return system
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}
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func (system *GridSystem) Update() error {
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if system.BackgroundAnimated {
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slog.Debug("animate bg?", "timer", system.Animate.Timer)
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if system.Animate.Timer.IsReady() {
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switch {
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// animation shows from earlier tick, animate
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case system.Animate.Index > -1 && system.Animate.Index < len(system.Animate.Tiles)-1:
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system.Animate.Index += 1
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system.Animate.Timer.Start(config.ANIMATION_LOOPWAIT)
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default:
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// last sprite reached
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if system.Animate.Loop {
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system.Animate.Index = 0
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}
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}
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} else {
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system.Animate.Timer.Update()
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}
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}
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return nil
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}
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@ -45,9 +90,13 @@ func (system *GridSystem) Draw(screen *ebiten.Image) {
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op := &ebiten.DrawImageOptions{}
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query := system.Selector.Query(system.World)
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if !system.UseCache || query.Count() != system.Count {
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if !system.UseCache || query.Count() != system.Count || system.BackgroundAnimated {
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// map not cached or cacheable, write it to the cache
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if system.BackgroundAnimated {
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system.Cache.DrawImage(system.Animate.Tiles[system.Animate.Index], op)
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} else {
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system.Cache.DrawImage(system.Background, op)
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}
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system.Count = query.Count()
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counter := 0
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