X-Git-Url: http://nitlanguage.org diff --git a/lib/gamnit/flat/flat_core.nit b/lib/gamnit/flat/flat_core.nit index c8ffed4..800b3de 100644 --- a/lib/gamnit/flat/flat_core.nit +++ b/lib/gamnit/flat/flat_core.nit @@ -378,10 +378,10 @@ redef class App var ui_camera = new UICamera(app.display.as(not null)) is lazy # World sprites drawn as seen by `world_camera` - var sprites: Set[Sprite] = new SpriteSet + var sprites = new SpriteSet # UI sprites drawn as seen by `ui_camera`, over world `sprites` - var ui_sprites: Set[Sprite] = new SpriteSet + var ui_sprites = new SpriteSet # Main method to refine in clients to update game logic and `sprites` fun update(dt: Float) do end @@ -537,7 +537,7 @@ redef class App # Draw world sprites from `sprites` protected fun frame_core_world_sprites(display: GamnitDisplay) do - frame_core_sprites(display, sprites.as(SpriteSet), world_camera) + frame_core_sprites(display, sprites, world_camera) end # Draw UI sprites from `ui_sprites` @@ -546,7 +546,7 @@ redef class App # Reset only the depth buffer glClear gl_DEPTH_BUFFER_BIT - frame_core_sprites(display, ui_sprites.as(SpriteSet), ui_camera) + frame_core_sprites(display, ui_sprites, ui_camera) end end @@ -875,26 +875,26 @@ redef class OffsetPoint3d end # Set of sprites sorting them into different `SpriteContext` -private class SpriteSet +class SpriteSet super HashSet[Sprite] - # Map texture then static vs dynamic to a `SpriteContext` - var contexts_map = new HashMap4[RootTexture, nullable RootTexture, Bool, Int, Array[SpriteContext]] - - # Contexts in `contexts_map`, sorted by draw order - var contexts_items = new Array[SpriteContext] - - # Sprites needing resorting in `contexts_map` - var sprites_to_remap = new Array[Sprite] - # Animation speed multiplier (0.0 to pause, 1.0 for normal speed, etc.) var time_mod = 1.0 is writable # Seconds elapsed since the launch of the program, in world time responding to `time_mod` var time = 0.0 + # Map texture then static vs dynamic to a `SpriteContext` + private var contexts_map = new HashMap4[RootTexture, nullable RootTexture, Bool, Int, Array[SpriteContext]] + + # Contexts in `contexts_map`, sorted by draw order + private var contexts_items = new Array[SpriteContext] + + # Sprites needing resorting in `contexts_map` + private var sprites_to_remap = new Array[Sprite] + # Add a sprite to the appropriate context - fun map_sprite(sprite: Sprite) + private fun map_sprite(sprite: Sprite) do assert sprite.context == null else print_error "Sprite {sprite} belongs to another SpriteSet" @@ -946,7 +946,7 @@ private class SpriteSet end # Remove a sprite from its context - fun unmap_sprite(sprite: Sprite) + private fun unmap_sprite(sprite: Sprite) do var context = sprite.context assert context != null @@ -957,7 +957,7 @@ private class SpriteSet end # Draw all sprites by all contexts - fun draw + private fun draw do # Remap sprites that may need to change context for sprite in sprites_to_remap do @@ -1211,8 +1211,12 @@ private class SpriteContext data[o+36] = tc[v*2+1] # a_tex_diff - var dx = animation.frames[1].texture_coords[0] - animation.frames[0].texture_coords[0] - var dy = animation.frames[1].texture_coords[1] - animation.frames[0].texture_coords[1] + var dx = 0.0 + var dy = 0.0 + if animation.frames.length > 1 then + dx = animation.frames[1].texture_coords[0] - animation.frames[0].texture_coords[0] + dy = animation.frames[1].texture_coords[1] - animation.frames[0].texture_coords[1] + end data[o+37] = dx data[o+38] = dy