frame

package
v0.0.0-...-e1c21c9 Latest Latest
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Published: May 10, 2019 License: Zlib Imports: 2 Imported by: 13

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Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type Animation

type Animation struct {
	Name       string
	Start, Len int
	Loop       bool
}

Frames data of Sprite Animation

type FlipbookComp

type FlipbookComp struct {
	engi.Entity
	// contains filtered or unexported fields
}

Sprite Animation Component

func (*FlipbookComp) FrameIndex

func (fb *FlipbookComp) FrameIndex() (frame, lastFrame uint16)

func (*FlipbookComp) Loop

func (fb *FlipbookComp) Loop() (bool, LoopType)

func (*FlipbookComp) Pause

func (fb *FlipbookComp) Pause()

func (*FlipbookComp) Play

func (fb *FlipbookComp) Play(name string)

func (*FlipbookComp) Rate

func (fb *FlipbookComp) Rate() float32

func (*FlipbookComp) Resume

func (fb *FlipbookComp) Resume()

func (*FlipbookComp) Running

func (fb *FlipbookComp) Running() bool

func (*FlipbookComp) SetAnimation

func (fb *FlipbookComp) SetAnimation(name string)

func (*FlipbookComp) SetLoop

func (fb *FlipbookComp) SetLoop(v bool, typ LoopType)

func (*FlipbookComp) SetRate

func (fb *FlipbookComp) SetRate(r float32)

func (*FlipbookComp) Stop

func (fb *FlipbookComp) Stop()

type FlipbookTable

type FlipbookTable struct {
	// contains filtered or unexported fields
}

Sprite Animation Table

func NewFlipbookTable

func NewFlipbookTable(cap int) *FlipbookTable

func (*FlipbookTable) Alive

func (t *FlipbookTable) Alive(entity engi.Entity) bool

func (*FlipbookTable) Comp

func (t *FlipbookTable) Comp(entity engi.Entity) (sc *FlipbookComp)

func (*FlipbookTable) Delete

func (t *FlipbookTable) Delete(entity engi.Entity)

func (*FlipbookTable) Destroy

func (t *FlipbookTable) Destroy()

func (*FlipbookTable) NewComp

func (t *FlipbookTable) NewComp(entity engi.Entity) (am *FlipbookComp)

func (*FlipbookTable) Size

func (t *FlipbookTable) Size() (size, cap int)

type LoopType

type LoopType uint8

Defines what this animation should do when it reaches the end.

const (
	Restart LoopType = iota
	PingPong
	None
)

type SpriteEngine

type SpriteEngine struct {
	// contains filtered or unexported fields
}

Sprite Animation System

func NewEngine

func NewEngine() *SpriteEngine

func (*SpriteEngine) Animation

func (eng *SpriteEngine) Animation(name string) (anim *Animation, seq []gfx.Tex2D)

返回动画定义 - 好像并没有太大的意义

func (*SpriteEngine) NewAnimation

func (eng *SpriteEngine) NewAnimation(name string, frames []gfx.Tex2D, loop bool)

创建新的动画数据 现在 subText 还是指针,稍后会全部用 id 来索引。 动画资源全部存储在一个大的buffer里面,在外部使用索引引用即可. 采用这种设计,删除动画将会变得麻烦.. 或者说无法删除动画,只能全部删除或者完全重新加载... 如何动画以组的形式存在,那么便可以避免很多问题

func (*SpriteEngine) RequireTable

func (eng *SpriteEngine) RequireTable(tables []interface{})

func (*SpriteEngine) Update

func (eng *SpriteEngine) Update(dt float32)

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