[game] Use bounds from animation for gfx, position is at anchor
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3af0bb4002
commit
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1 changed files with 7 additions and 12 deletions
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@ -1,27 +1,21 @@
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import { load_texture } from "./assets";
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import { btn, Button } from "./input";
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import { Vec2, new_v2, vadd, vnorm, vmul } from "./vector";
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import { Vec2, new_v2, vadd, vsub, vnorm, vmul } from "./vector";
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import { spr, use_texture, Texture } from "./graphics";
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export interface ActorProps {
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position: Vec2;
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velocity: Vec2;
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friction: number;
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id: string;
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position: Vec2;
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bounds: Vec2;
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}
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export function new_actor_props(
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id: string,
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position: Vec2,
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bounds: Vec2
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): ActorProps {
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export function new_actor_props(id: string, position: Vec2): ActorProps {
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return {
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velocity: new_v2(0),
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friction: 0.6,
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id,
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position,
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bounds,
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};
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}
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@ -61,7 +55,8 @@ export class Actor {
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}
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const robo_info = {
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bounds: new_v2(32),
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anchor: new_v2(16, 24), // Distance from upper-left of sprite.
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bounds: new_v2(32), // Width/height of sprite.
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sprite: "./bot.png",
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animations: [
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{ start: 0, length: 1, speed: 20 },
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@ -106,8 +101,8 @@ export class Robo extends Actor {
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const moving = vel.x != 0 || vel.y != 0;
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const anim = robo_info.animations[moving ? 1 : 0];
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const { x: w, y: h } = this.props.bounds;
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const { x, y } = this.props.position;
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const { x: w, y: h } = robo_info.bounds;
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const { x, y } = vsub(this.props.position, robo_info.anchor);
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const frame = (anim.start + ((clock / anim.speed) % anim.length)) >> 0;
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spr(x, y, w, h, frame * w, 0, 32, 32);
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