add gif for animations; unique anim types
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@@ -87,18 +87,47 @@ sprite.inputs.kp2 = function() { this.pos = [-0.5,-1]; };
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sprite.inputs.kp1 = function() { this.pos = [-1,-1]; };
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Object.seal(sprite);
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var gif2anim = function(gif)
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{
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var anim = {};
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anim.frames = [];
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anim.path = gif;
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var frames = cmd(139,gif);
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Log.warn(`gif has ${frames} frames`);
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var yslice = 1/frames;
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for (var f = 0; f < frames; f++) {
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var frame = {};
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frame.rect = {
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s0: 0,
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s1: 1,
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t0: yslice*f,
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t1: yslice*(f+1)
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};
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frame.time = 0.05;
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anim.frames.push(frame);
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}
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anim.loop = true;
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return anim;
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}
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var strip2anim = function(strip)
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{
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var anim = {};
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anim.frames = [];
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anim.path = strip;
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var frames = 8;
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var xslice = 1/frames;
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for (var f = 0; f < frames; f++) {
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var frame = {};
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frame.rect = {s0:xslice*f, s1: slice*(f+1), t0:0, t1:1};
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frame.time = 0.05;
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anim.frames.push(frame);
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}
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return anim;
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}
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/* Container to play sprites and anim2ds */
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component.char2d = Object.copy(sprite, {
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frame2rect(frames, frame) {
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var rect = {s0:0,s1:1,t0:0,t1:1};
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var frameslice = 1/frames;
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rect.s0 = frameslice*frame;
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rect.s1 = frameslice*(frame+1);
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return rect;
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},
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get enabled() { return cmd(114,this.id); },
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set enabled(x) { cmd(20,this.id,x); },
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set color(x) { cmd(96,this.id,x); },
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@@ -106,74 +135,63 @@ component.char2d = Object.copy(sprite, {
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set pos(x) { cmd(37,this.id,x); },
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set layer(x) { cmd(60, this.id, x); },
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get layer() { return this.gameobject.draw_layer; },
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boundingbox() {
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var dim = cmd(64,this.path);
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dim = dim.scale(this.gameobject.scale);
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dim.x *= 1/6;
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var realpos = [0,0];
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// var realpos = this.pos.slice();
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// realpos.x = realpos.x * dim.x + (dim.x/2);
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// realpos.y = realpos.y * dim.y + (dim.y/2);
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return cwh2bb(realpos,dim);
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},
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boundingbox() {
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var dim = cmd(64,this.path);
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dim = dim.scale(this.gameobject.scale);
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var realpos = [0,0];
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// var realpos = this.pos.slice();
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sync() {
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if (this.path)
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cmd(12,this.id,this.path,this.rect);
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},
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// realpos.x = realpos.x * dim.x + (dim.x/2);
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// realpos.y = realpos.y * dim.y + (dim.y/2);
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return cwh2bb(realpos,dim);
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},
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kill() { cmd(9,this.id); },
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sync() {
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if (this.path)
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cmd(12,this.id,this.path,this.rect);
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},
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kill() { cmd(9,this.id); },
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ur: {
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},
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make(go) {
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var char = Object.create(this);
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char.curplaying = char.anims.array()[0];
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char.obscure('curplaying');
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char.id = make_sprite(go, char.curplaying.path, this.pos);
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char.obscure('id');
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Object.assign(char, make_sprite(go));
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char.frame = 0;
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char.timer = timer.make(char.advance.bind(char), 1/char.curplaying.fps);
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char.timer = timer.make(char.advance.bind(char), 1);
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char.timer.loop = true;
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char.obscure('timer');
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// char.obscure('rect');
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char.rect = {};
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char.setsprite();
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return char;
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},
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frame: 0,
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play(name) {
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if (!(name in this.anims)) {
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if (!(name in this)) {
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Log.info("Can't find an animation named " + name);
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return;
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}
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if (this.curplaying === this.anims[name]) {
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if (this.curplaying === this[name]) {
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this.timer.start();
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return;
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}
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this.curplaying = this.anims[name];
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this.timer.time = 1/this.curplaying.fps;
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this.timer.start();
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this.curplaying = this[name];
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this.frame = 0;
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this.timer.time = this.curplaying.frames[this.frame].time;
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this.timer.start();
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this.setsprite();
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},
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setsprite() {
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this.path = this.curplaying.path;
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this.rect = this.frame2rect(this.curplaying.frames, this.frame);
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cmd(12, this.id, this.path, this.rect);
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cmd(12, this.id, this.curplaying.path, this.curplaying.frames[this.frame].rect);
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},
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advance() {
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this.frame = (this.frame + 1) % this.curplaying.frames;
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this.frame = (this.frame + 1) % this.curplaying.frames.length;
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this.setsprite();
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if (this.frame === 0 && !this.curplaying.loop)
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