openquell/assets/loader-sprites.go

178 lines
4.5 KiB
Go

package assets
import (
"bytes"
"embed"
"encoding/json"
"image"
_ "image/png"
"io/fs"
"log"
"log/slog"
"path"
"strings"
"time"
"github.com/hajimehoshi/ebiten/v2"
)
// Maps image name to image data
type AssetRegistry map[string]*ebiten.Image
// A helper to pass the registry easier around
type assetData struct {
Registry AssetRegistry
}
// to parse asesprite animation json
type AnimationGeo struct {
X int `json:"x"`
Y int `json:"y"`
Width int `json:"w"`
Height int `json:"h"`
}
type AnimationFrame struct {
Position AnimationGeo `json:"frame"`
Duration int `json:"duration"`
}
type AnimationMeta struct {
Name string `json:"image"`
Geo AnimationGeo `json:"size"`
}
// Needed to thaw sprite set written by asesprite
type AnimationJSON struct {
Meta AnimationMeta `json:"Meta"`
Frames []AnimationFrame `json:"frames"`
}
// used to store Animation data
type AnimationSprite struct {
Sprite *ebiten.Image
Duration time.Duration
}
type AnimationSet struct {
Width, Height int
Sprites []AnimationSprite
File string
}
// names in the registry match the sprite set png file name, the JSON
// file names are irrelevant as they point to the matching file using
// the "image" field.
type AnimationRegistry map[string]AnimationSet
//go:embed sprites/*.png fonts/*.ttf levels/*.ldtk shaders/*.kg sprites/*.json
var assetfs embed.FS
// Called at build time, creates the global asset and animation registries
var Assets, Animations = LoadImages()
// load pngs and json files
func LoadImages() (AssetRegistry, AnimationRegistry) {
dir := "sprites"
imagedata := &assetData{}
imagedata.Registry = AssetRegistry{}
rawanimations := []AnimationJSON{}
// we use embed.FS to iterate over all files in ./assets/
entries, err := assetfs.ReadDir(dir)
if err != nil {
log.Fatalf("failed to read assets dir %s: %s", dir, err)
}
for _, imagefile := range entries {
path := path.Join(dir, imagefile.Name())
fd, err := assetfs.Open(path)
if err != nil {
log.Fatalf("failed to open file %s: %s", imagefile.Name(), err)
}
defer fd.Close()
switch {
case strings.HasSuffix(path, ".png"):
name, image := ReadImage(imagefile, fd)
imagedata.Registry[name] = image
case strings.HasSuffix(path, ".json"):
animationjson := ReadJson(imagefile, fd)
rawanimations = append(rawanimations, animationjson)
}
slog.Debug("loaded asset", "path", path)
}
// preprocess animation sprites
animations := ProcessAnimations(rawanimations, imagedata)
return imagedata.Registry, animations
}
func ReadImage(imagefile fs.DirEntry, fd fs.File) (string, *ebiten.Image) {
name := strings.TrimSuffix(imagefile.Name(), ".png")
img, _, err := image.Decode(fd)
if err != nil {
log.Fatalf("failed to decode image %s: %s", imagefile.Name(), err)
}
image := ebiten.NewImageFromImage(img)
return name, image
}
func ReadJson(imagefile fs.DirEntry, fd fs.File) AnimationJSON {
buf := new(bytes.Buffer)
buf.ReadFrom(fd)
animationjson := AnimationJSON{}
err := json.Unmarshal(buf.Bytes(), &animationjson)
if err != nil {
log.Fatalf("failed to parse JSON: %s", err)
}
return animationjson
}
// turn a raw JSON from Asesprite into something we can use better
// internally we also load all the sprites of an animation by using
// image.SubImage() on the spriteset matching the animation name.
// so, if the animation JSON is called "player-idle.json", then we
// expect to receive the spriteset in a file "player-idle.png", which
// has of course already been loaded at this stage. These spritesets
// must contain a row of sprites. We get the measurements from the JSON.
func ProcessAnimations(rawanimations []AnimationJSON, imagedata *assetData) AnimationRegistry {
animations := AnimationRegistry{}
for _, animation := range rawanimations {
animationset := AnimationSet{}
animationset.File = strings.TrimSuffix(animation.Meta.Name, ".png")
for _, frame := range animation.Frames {
sprite := imagedata.Registry[animationset.File].SubImage(
image.Rect(
frame.Position.X,
frame.Position.Y,
frame.Position.X+frame.Position.Width,
frame.Position.Y+frame.Position.Height,
)).(*ebiten.Image)
animationset.Sprites = append(animationset.Sprites,
AnimationSprite{Sprite: sprite, Duration: time.Duration(frame.Duration)})
}
animationset.Width = animationset.Sprites[0].Sprite.Bounds().Dx()
animationset.Height = animationset.Sprites[0].Sprite.Bounds().Dy()
animations[animationset.File] = animationset
}
return animations
}