1080 lines
35 KiB
D
1080 lines
35 KiB
D
module otya.smilebasic.sprite;
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import otya.smilebasic.petitcomputer;
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import otya.smilebasic.error;
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import derelict.sdl2.sdl;
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import derelict.opengl3.gl;
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enum SpriteAttr
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{
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none = 0,
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show = 0b00001,
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rotate90 = 0b00010,
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rotate180 = 0b00100,
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rotate270 = 0b00110,
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hflip = 0b01000,//yoko
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vflip = 0b10000,//tate
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}
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enum SpriteAnimTarget
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{
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XY = 0,
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Z,
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UV,
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I,
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R,
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S,
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C,
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V,
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relative = 8,
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}
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struct SpriteAnimState
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{
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union
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{
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struct
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{
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double x, y;
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}
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struct
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{
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double z;
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}
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struct
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{
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int u, v;
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}
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struct
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{
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int i;
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}
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struct
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{
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double r;
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}
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struct
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{
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double scalex, scaley;
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}
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struct
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{
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uint c;
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}
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struct
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{
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double var;
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}
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}
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}
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struct SpriteAnimData
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{
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bool relative;//相対座標として扱うか
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int frame;//何フレームごとに動かすか
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int elapse;//何フレーム目か
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//int repeatcount;//何回目のループか
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//int loop;//何回ループするか(0で無限ループ)
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bool interpolation;//線形補完するかどうか
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SpriteAnimState data;
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SpriteAnimState old;
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int load(int i, ref SpriteData sprite, SpriteAnimTarget target, double[] data, SpriteAnimData* old)
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{
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this.frame = cast(int)data[i];
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if(this.frame < 0)
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{
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this.frame = -this.frame;
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interpolation = true;
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}
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if(this.frame == 0)
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{
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throw new IllegalFunctionCall("SPANIM");
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}
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i++;
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switch(target)
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{
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case SpriteAnimTarget.XY:
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this.data.x = cast(int)data[i++];
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this.data.y = cast(int)data[i++];
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this.old.x = old ? old.data.x : sprite.x;
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this.old.y = old ? old.data.y : sprite.y;
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break;
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case SpriteAnimTarget.Z:
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this.data.z = cast(int)data[i++];
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this.old.z = old ? old.data.z : sprite.z;
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break;
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case SpriteAnimTarget.UV:
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this.data.u = cast(int)data[i++];
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this.data.v = cast(int)data[i++];
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this.old.u = old ? old.data.u : sprite.u;
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this.old.v = old ? old.data.v : sprite.v;
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break;
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case SpriteAnimTarget.I:
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this.data.i = cast(int)data[i++];
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this.old.i = old ? old.data.i : sprite.defno;
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break;
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case SpriteAnimTarget.R:
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this.data.r = data[i++];
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this.old.r = old ? old.data.r : sprite.r;
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break;
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case SpriteAnimTarget.S:
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this.data.scalex = data[i++];
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this.data.scaley = data[i++];
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this.old.scalex = old ? old.data.scalex : sprite.scalex;
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this.old.scaley = old ? old.data.scaley : sprite.scaley;
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break;
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case SpriteAnimTarget.C:
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this.data.c = cast(uint)data[i++];
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break;
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case SpriteAnimTarget.V:
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this.data.var = data[i++];
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break;
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default:
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throw new IllegalFunctionCall("SPANIM");
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}
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return i;
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}
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}
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struct SpriteDef
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{
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int u, v, w, h, hx, hy;
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SpriteAttr a;
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}
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struct SpriteCollision
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{
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SpriteData* data;
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bool scale = true;//scale対応
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int mask = -1;
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short sx;
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short sy;
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ushort w;
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ushort h;
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bool detection(ref SpriteData sp)
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{
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if(sp.define && sp.col.mask & mask)
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{
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int x = (sp.linkx + sp.homex + sp.col.sx);
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int y = (sp.linky + sp.homey + sp.col.sy);
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return detection(x, y, cast(int)(sp.w * sp.scalex), cast(int)(sp.h * sp.scaley));
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}
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return false;
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}
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//(x,y,z,w)
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//(x,y,w,h)と判定
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bool detection(int x, int y, int w, int h)
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{
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int x2 = (data.linkx + data.homex + sx);
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int y2 = (data.linky + data.homey + sy);
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if(x <= x2 && y <= y2 && x + w >= x2 && y + h >= y2)
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return true;
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int w2 = cast(int)(data.w * data.scalex);
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int h2 = cast(int)(data.h * data.scaley);
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if(x <= x2 + w2 && y <= y2 + h2 && x + w >= x2 + w2 && y + h >= y2 + h2)
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return true;
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if(x <= x2 + w2 && y <= y2 && x + w >= x2 + w2 && y + h >= y2)
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return true;
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if(x <= x2 && y <= y2 + h2 && x + w >= x2 && y + h >= y2 + h2)
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return true;
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return false;
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}
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}
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struct SpriteData
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{
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bool isAnim;
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int id;
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int defno;
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double x, y;
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int homex, homey;
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int z;/*!*/
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int u, v, w, h;//個々で保持してるみたい,SPSETをして後でSPDEFをしても変化しない
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uint color;
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double[8] var;
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SpriteAttr attr;
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bool define;//定義されてればtrue
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double scalex;
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double scaley;
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double r;
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this(int id)
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{
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this.id = id;
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z = 0;
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define = false;
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col = SpriteCollision(&this);
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}
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this(int id, int defno)
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{
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x = 0;
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y = 0;
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z = 0;
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r = 0;
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this.id = id;
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this.defno = defno;
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this.color = -1;
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this.attr = SpriteAttr.show;
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this.define = true;
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scalex = 1;
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scaley = 1;
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col = SpriteCollision(&this);
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}
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this(int id, int u, int v, int w, int h)
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{
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x = 0;
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y = 0;
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z = 0;
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r = 0;
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this.id = id;
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this.u = u;
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this.v = v;
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this.w = w;
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this.h = h;
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this.color = -1;
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this.attr = SpriteAttr.show;
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this.define = true;
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scalex = 1;
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scaley = 1;
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col = SpriteCollision(&this);
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}
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this(int id, ref SpriteDef spdef, int defno)
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{
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x = 0;
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y = 0;
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z = 0;
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r = 0;
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this.id = id;
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this.u = spdef.u;
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this.v = spdef.v;
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this.w = spdef.w;
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this.h = spdef.h;
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this.color = -1;
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this.attr = spdef.a;
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this.homex = spdef.hx;
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this.homey = spdef.hy;
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this.define = true;
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scalex = 1;
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scaley = 1;
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this.defno = defno;
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col = SpriteCollision(&this);
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}
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SpriteAnimData[][SpriteAnimTarget.V + 1] anim;
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int[SpriteAnimTarget.V + 1] animindex;
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int[SpriteAnimTarget.V + 1] animloop;
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int[SpriteAnimTarget.V + 1] animloopcnt;
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void setAnimation(SpriteAnimData[] anim, SpriteAnimTarget sat, int loop)
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{
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this.anim[sat] = null;
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if(loop < 0)
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{
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throw new IllegalFunctionCall("SPANIM");
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}
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animloop[sat] = loop;
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animloopcnt[sat] = 0;
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this.anim[sat] = anim;
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isAnim = true;
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}
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void clear()
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{
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this.define = false;
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this.attr = SpriteAttr.none;
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}
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void change(ref SpriteDef s)
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{
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this.u = s.u;
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this.v = s.v;
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this.w = s.w;
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this.h = s.h;
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this.homex = s.hx;
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this.homey = s.hy;
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this.attr = s.a;
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}
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//SPLINK用
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SpriteData* parent;
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//SPLINKの親は子より小さい管理番号でしかなれないのでsprite->child->nextのX座標を加算すればなんとかなる
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//->挙動的に違う
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int linkx, linky;
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//SPCOL
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SpriteCollision col;
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}
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class Sprite
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{
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SpriteDef[] defSPDEFTable;
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SpriteDef[] SPDEFTable;
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SpriteData[] sprites;
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PetitComputer petitcom;
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string spdefTableFile = "spdef.csv";
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int spmax = 512;
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void initUVTable()
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{
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SPDEFTable = new SpriteDef[4096];
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defSPDEFTable = new SpriteDef[4096];
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import std.csv;
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import std.typecons;//I X Y W H HX HY ATTR
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import std.file;
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import std.stdio;
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import std.algorithm;
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auto file = File(spdefTableFile, "r");
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file.readln();//一行読み飛ばす
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auto csv = file.byLine.joiner("\n").csvReader!(Tuple!(int, "I", int, "X" ,int, "Y", int, "W", int, "H", int, "HX", int, "HY", int, "ATTR"));
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foreach(record; csv)
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{
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defSPDEFTable[record.I] = SpriteDef(record.X, record.Y, record.W, record.H, record.HX, record.HY, cast(SpriteAttr)record.ATTR);
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}
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//defSPDEFTable[1208].u = 176;
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//defSPDEFTable[1208 + 2048].u = 176;
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spdef;
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}
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void spdef()
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{
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this.SPDEFTable[] = (this.defSPDEFTable)[];
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}
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void getspdef(int id, out int U, out int V, out int W, out int H, out int HX, out int HY, out int A)
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{
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U = SPDEFTable[id].u;
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V = SPDEFTable[id].v;
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W = SPDEFTable[id].w;
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H = SPDEFTable[id].h;
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HX= SPDEFTable[id].hx;
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HY= SPDEFTable[id].hy;
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A = SPDEFTable[id].a;
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}
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void spchr(int i, int d)
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{
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i = spid(i);
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sprites[i].change(SPDEFTable[d]);
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}
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void spchr(int id, int u, int v, int w, int h, SpriteAttr attr)
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{
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id = spid(id);
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auto spdef = SpriteDef(u, v, w, h, sprites[id].homex, sprites[id].homey, attr);
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sprites[id].change(spdef);
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}
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this(PetitComputer petitcom)
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{
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sprites = new SpriteData[512];
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zsortedSprites = new SpriteData*[512];
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for(int i = 0; i < sprites.length; i++)
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{
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zsortedSprites[i] = &sprites[i];
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sprites[i] = SpriteData(i);
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}
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initUVTable;
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this.petitcom = petitcom;
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list = new SpriteBucket[512];
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for(int i = 0; i < 512; i++)
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{
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list[i] = new SpriteBucket();
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}
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buckets = new SpriteBucket[1024 + 256];
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listptr = list.ptr;
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bucketsptr = buckets.ptr;
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}
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void animation(SpriteData* sprite, SpriteAnimData* data, SpriteAnimTarget target)
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{
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if(!data.interpolation)
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{
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switch(target)
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{
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case SpriteAnimTarget.XY:
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sprite.x = data.data.x;
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sprite.y = data.data.y;
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break;
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case SpriteAnimTarget.Z:
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sprite.z = cast(int)data.data.z;
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break;
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case SpriteAnimTarget.UV:
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sprite.u = data.data.u;
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sprite.v = data.data.v;
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break;
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case SpriteAnimTarget.I:
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sprite.defno = data.data.i;
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spchr(sprite.id, sprite.defno);
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break;
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case SpriteAnimTarget.R:
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sprite.r = data.data.r;
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break;
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case SpriteAnimTarget.S:
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sprite.scalex = data.data.scalex;
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sprite.scaley = data.data.scaley;
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break;
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case SpriteAnimTarget.C:
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break;
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case SpriteAnimTarget.V:
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break;
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default:
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break;
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}
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}
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else
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{
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auto frame = data.elapse;
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//線形補完する奴
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switch(target)
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{
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case SpriteAnimTarget.XY:
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sprite.x = data.old.x + ((data.data.x - data.old.x) / data.frame) * frame;
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sprite.y = data.old.y + ((data.data.y - data.old.y) / data.frame) * frame;
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break;
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case SpriteAnimTarget.Z:
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sprite.z = cast(int)(data.old.z + ((data.data.z - data.old.z) / data.frame) * frame);
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break;
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case SpriteAnimTarget.UV:
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sprite.u = data.old.u + ((data.data.u - data.old.u) / data.frame) * frame;
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sprite.v = data.old.v + ((data.data.v - data.old.v) / data.frame) * frame;
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break;
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case SpriteAnimTarget.I:
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sprite.defno = data.old.i + ((data.data.i - data.old.i) / data.frame) * frame;
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spchr(sprite.id, sprite.defno);
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break;
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case SpriteAnimTarget.R:
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sprite.r = data.old.r + ((data.data.r - data.old.r) / data.frame) * frame;
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break;
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case SpriteAnimTarget.S:
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sprite.scalex = data.old.scalex + ((data.data.scalex - data.old.scalex) / data.frame) * frame;
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sprite.scaley = data.old.scaley + ((data.data.scaley - data.old.scaley) / data.frame) * frame;
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break;
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case SpriteAnimTarget.C:
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break;
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case SpriteAnimTarget.V:
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break;
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default:
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break;
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}
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}
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}
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void animation(SpriteData* sprite)
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{
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foreach(i, ref d; sprite.anim)
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{
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if(!d) continue;//未定義
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SpriteAnimTarget target = cast(SpriteAnimTarget)i;
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int index = sprite.animindex[i];
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SpriteAnimData* data = &d[index];
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data.elapse = data.elapse + 1;
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auto frame = data.elapse;
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if(frame == 1)
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{
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if(!data.interpolation)
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{
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switch(target)
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{
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case SpriteAnimTarget.XY:
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sprite.x = data.data.x;
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sprite.y = data.data.y;
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break;
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case SpriteAnimTarget.Z:
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sprite.z = cast(int)data.data.z;
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break;
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case SpriteAnimTarget.UV:
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sprite.u = data.data.u;
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sprite.v = data.data.v;
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break;
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case SpriteAnimTarget.I:
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sprite.defno = data.data.i;
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spchr(sprite.id, sprite.defno);
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break;
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case SpriteAnimTarget.R:
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sprite.r = data.data.r;
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break;
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case SpriteAnimTarget.S:
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sprite.scalex = data.data.scalex;
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sprite.scaley = data.data.scaley;
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break;
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case SpriteAnimTarget.C:
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break;
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case SpriteAnimTarget.V:
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break;
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default:
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break;
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}
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}
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}
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if(data.interpolation)
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{
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//線形補完する奴
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switch(target)
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{
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case SpriteAnimTarget.XY:
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sprite.x = data.old.x + ((data.data.x - data.old.x) / data.frame) * frame;
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sprite.y = data.old.y + ((data.data.y - data.old.y) / data.frame) * frame;
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break;
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case SpriteAnimTarget.Z:
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sprite.z = cast(int)(data.old.z + ((data.data.z - data.old.z) / data.frame) * frame);
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break;
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case SpriteAnimTarget.UV:
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sprite.u = data.old.u + cast(int)(((data.data.u - data.old.u) / cast(double)data.frame) * frame);
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sprite.v = data.old.v + cast(int)(((data.data.v - data.old.v) / cast(double)data.frame) * frame);
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break;
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case SpriteAnimTarget.I:
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sprite.defno = data.old.i + cast(int)(((data.data.i - data.old.i) / cast(double)data.frame) * frame);
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spchr(sprite.id, sprite.defno);
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break;
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case SpriteAnimTarget.R:
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sprite.r = data.old.r + ((data.data.r - data.old.r) / data.frame) * frame;
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break;
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||
case SpriteAnimTarget.S:
|
||
sprite.scalex = data.old.scalex + ((data.data.scalex - data.old.scalex) / data.frame) * frame;
|
||
sprite.scaley = data.old.scaley + ((data.data.scaley - data.old.scaley) / data.frame) * frame;
|
||
break;
|
||
case SpriteAnimTarget.C:
|
||
break;
|
||
case SpriteAnimTarget.V:
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
}
|
||
if(frame >= data.frame)
|
||
{
|
||
sprite.animindex[i] = (sprite.animindex[i] + 1) % cast(int)d.length;
|
||
data.elapse = 0;
|
||
if(sprite.animloop[i] == 0)
|
||
{
|
||
continue;
|
||
}
|
||
if(!sprite.animindex[i])
|
||
{
|
||
sprite.animloop[i]++;
|
||
if(sprite.animloop[i] >= sprite.animloopcnt[i])
|
||
{
|
||
sprite.anim[i] = null;
|
||
continue;
|
||
}
|
||
}
|
||
continue;
|
||
}
|
||
}
|
||
}
|
||
bool lll;
|
||
import std.algorithm;
|
||
SpriteData*[] zsortedSprites;
|
||
bool zChange;
|
||
class SpriteBucket
|
||
{
|
||
SpriteData* sprite;
|
||
SpriteBucket next;
|
||
SpriteBucket last;
|
||
}
|
||
SpriteBucket[] list;
|
||
SpriteBucket[] buckets;
|
||
SpriteBucket* listptr;
|
||
SpriteBucket* bucketsptr;
|
||
void render()
|
||
{
|
||
//とりあえずZ更新されたら描画時にまとめてソート
|
||
//thread safe.....
|
||
if(zChange)
|
||
{
|
||
|
||
import std.range;
|
||
import std.algorithm;
|
||
zChange = false;
|
||
/*//TimSortImpl!(binaryFun!("a.z < b.z"), Range).sort(zsortedSprites, null);
|
||
try
|
||
{
|
||
sort!("a.z > b.z", SwapStrategy.stable)(zsortedSprites);
|
||
}
|
||
catch(Throwable t)
|
||
{
|
||
}//*/
|
||
//バケットソートっぽい奴
|
||
//基本的にほぼソートされてるので挿入ソートのほうが早そう
|
||
//std.algorithmソートだと例外出る
|
||
//m = 256+1024
|
||
//n = 512
|
||
import std.stdio;
|
||
//writeln("=============START==========");
|
||
//writeln("sort");
|
||
foreach(i, ref s; sprites)
|
||
{
|
||
//if(!s.define) continue;
|
||
auto zet = s.z + 256;
|
||
listptr[i].sprite = &s;
|
||
if(bucketsptr[zet])
|
||
{
|
||
//listptr[i].next = bucketsptr[zet].last;
|
||
bucketsptr[zet].last.next = listptr[i];
|
||
bucketsptr[zet].last = listptr[i];
|
||
listptr[i].next = null;
|
||
}
|
||
else
|
||
{
|
||
bucketsptr[zet] = listptr[i].last = listptr[i];
|
||
listptr[i].next = null;
|
||
}
|
||
}
|
||
int j;
|
||
foreach_reverse(i, b; buckets)
|
||
{
|
||
if(b)
|
||
{
|
||
while(b)
|
||
{
|
||
//writefln("z:%d, id:%d", b.sprite.z, b.sprite.id);
|
||
zsortedSprites[j] = b.sprite;
|
||
j++;
|
||
b = b.next;
|
||
}
|
||
bucketsptr[i] = null;
|
||
}
|
||
}
|
||
}
|
||
float disw = 200f, dish = 120f, disw2 = 400f, dish2 = 240f;
|
||
int dis;
|
||
if(petitcom.xscreenmode == 2)
|
||
{
|
||
disw = 160f;
|
||
disw2 = 320f;
|
||
dish = 240f;
|
||
dish2 = 480f;
|
||
dis = -1;
|
||
}
|
||
auto texture = petitcom.GRP[petitcom.sppage].glTexture;
|
||
float aspect = disw2 / dish2;
|
||
float z = -0.01f;
|
||
int spmax = petitcom.xscreenmode == 1 ? this.spmax : 512;//XSCREENが2,3じゃないと下画面は描画しない
|
||
glBindTexture(GL_TEXTURE_2D, texture);
|
||
glEnable(GL_TEXTURE_2D);
|
||
// glDisable(GL_TEXTURE_2D);
|
||
version(test) glLoadIdentity();
|
||
glLoadIdentity();
|
||
foreach(i, sprite; zsortedSprites)
|
||
{
|
||
//定義されてたら動かす
|
||
if(sprite.define)
|
||
{
|
||
animation(sprite);
|
||
}
|
||
if(sprite.attr & SpriteAttr.show)
|
||
{
|
||
if(dis != -1)
|
||
{
|
||
if(!dis && sprite.id >= spmax)
|
||
{
|
||
disw = 160f;
|
||
disw2 = 320f;
|
||
petitcom.chScreen(40, 0, 320, 240);
|
||
aspect = disw2 / dish2;
|
||
dis = true;
|
||
}
|
||
else
|
||
{
|
||
if(sprite.id < spmax && dis)
|
||
{
|
||
disw = 200f;
|
||
disw2 = 400f;
|
||
petitcom.chScreen(0, 240, 400, 240);
|
||
aspect = disw2 / dish2;
|
||
dis = false;
|
||
}
|
||
}
|
||
}
|
||
int x, y;
|
||
if(sprite.parent)
|
||
{
|
||
x += cast(int)(sprite.x + sprite.parent.linkx);
|
||
y += cast(int)(sprite.y + sprite.parent.linky);
|
||
}
|
||
else
|
||
{
|
||
x = cast(int)sprite.x;// - cast(int)(sprite.homex * sprite.scalex);
|
||
y = cast(int)sprite.y;// - cast(int)(sprite.homey * sprite.scaley);
|
||
}
|
||
sprite.linkx = x;
|
||
sprite.linky = y;
|
||
auto homex2 = ((sprite.w / 2f ) - sprite.homex);
|
||
auto homey2 = ((sprite.h / 2f ) - sprite.homey);
|
||
int w = sprite.w;
|
||
int h = sprite.h;
|
||
|
||
if((sprite.attr & SpriteAttr.rotate90) == SpriteAttr.rotate90)
|
||
{
|
||
swap(w, h);
|
||
}
|
||
int x2 = cast(int)x + w;//-1
|
||
int y2 = cast(int)y + h;
|
||
int u = cast(int)sprite.u;
|
||
int v = cast(int)sprite.v;
|
||
int u2 = cast(int)sprite.u + sprite.w;//-1
|
||
int v2 = cast(int)sprite.v + sprite.h;
|
||
z = (sprite.z - 1);//スプライトの描画順が一番上だけどスプライトは最後に描画しないといけないのでZ - 1で一番上にする
|
||
float flipx = cast(float)sprite.scalex, flipy = cast(float)sprite.scaley, flipx2 = x, flipy2 = y;
|
||
if(sprite.attr & SpriteAttr.hflip)
|
||
{
|
||
flipx = -flipx;
|
||
flipx2 = x2 - cast(int)(sprite.homex * sprite.scalex);//sprite.homex * sprite.scalex);
|
||
}
|
||
if(sprite.attr & SpriteAttr.vflip)
|
||
{
|
||
flipy = -flipy;
|
||
flipy2 = y2 - cast(int)(sprite.homey * sprite.scaley);
|
||
}
|
||
version(test) glRotatef(rot_test_deg, rot_test_x, rot_test_y, rot_test_z);
|
||
|
||
glTranslatef((flipx2),
|
||
((flipy2)), 0);
|
||
//glTranslatef((flipx2) / dish - 1,1 - ((flipy2) / dish), 0);
|
||
//アスペクト比を調節しないといけないらしい
|
||
//https://groups.google.com/forum/#!topic/android-group-japan/45mjecPSY4s
|
||
//http://www.tnksoft.com/blog/?p=2889
|
||
//glScalef(1.0f / aspect, 1.0f, 1.0f);
|
||
glRotatef(360 - sprite.r, 0.0f, 0.0f, 1.0f );
|
||
//glScalef(flipx * aspect, flipy, 1f);
|
||
glScalef(flipx, flipy, 1f);
|
||
glBegin(GL_QUADS);
|
||
glColor4ubv(cast(ubyte*)&sprite.color);
|
||
if((sprite.attr& 0b111) == SpriteAttr.show)
|
||
{
|
||
glTexCoord2f(u / 512f - 1, v / 512f - 1);
|
||
auto kbc= (-((sprite.w / 2f) - homex2));
|
||
glVertex3f(-((sprite.w / 2f) - homex2) , -((sprite.h / 2f) - homey2), z);//1
|
||
glTexCoord2f(u / 512f - 1 , v2 / 512f - 1);
|
||
glVertex3f(-((sprite.w / 2f) - homex2), ((sprite.h / 2f) + homey2), z);//2
|
||
glTexCoord2f(u2 / 512f - 1, v2 / 512f - 1);
|
||
glVertex3f((sprite.w / 2f) + homex2, ((sprite.h / 2f) + homey2), z);//3//y+--+x--++
|
||
glTexCoord2f(u2 / 512f - 1, v / 512f - 1);
|
||
glVertex3f((sprite.w / 2f) + homex2, -((sprite.h / 2f) - homey2), z);//4
|
||
glEnd();
|
||
glLoadIdentity();
|
||
continue;
|
||
}
|
||
if((sprite.attr & SpriteAttr.rotate270) == SpriteAttr.rotate270)
|
||
{
|
||
glTexCoord2f(u2 / 512f - 1, v / 512f - 1);//3
|
||
glVertex3f(-((sprite.w) / 2 - homex2), -((sprite.h) / 2 - homey2), z);//1
|
||
glTexCoord2f(u / 512f - 1, v / 512f - 1);//1
|
||
glVertex3f(-((sprite.w) / 2 - homex2), ((sprite.h) / 2 + homey2), z);//2
|
||
glTexCoord2f(u / 512f - 1 , v2 / 512f - 1);//2
|
||
glVertex3f((sprite.w) / 2 + homex2, ((sprite.h) / 2 + homey2), z);//3
|
||
glTexCoord2f(u2 / 512f - 1, v2 / 512f - 1);//4
|
||
glVertex3f((sprite.w) / 2 + homex2, -((sprite.h) / 2 - homey2), z);//4
|
||
glEnd();
|
||
glLoadIdentity();
|
||
continue;
|
||
}
|
||
if((sprite.attr & SpriteAttr.rotate90) == SpriteAttr.rotate90)
|
||
{
|
||
glTexCoord2f(u / 512f - 1 , v2 / 512f - 1);//2
|
||
glVertex3f(-((sprite.w) / 2 - homex2), -((sprite.h) / 2 - homey2), z);//1
|
||
glTexCoord2f(u2 / 512f - 1, v2 / 512f - 1);//3
|
||
glVertex3f(-((sprite.w) / 2 - homex2), ((sprite.h) / 2 + homey2), z);//2
|
||
glTexCoord2f(u2 / 512f - 1, v / 512f - 1);//4
|
||
glVertex3f((sprite.w) / 2 + homex2, ((sprite.h) / 2 + homey2), z);//3
|
||
glTexCoord2f(u / 512f - 1, v / 512f - 1);//1
|
||
glVertex3f((sprite.w) / 2 + homex2, -((sprite.h) / 2 - homey2), z);//4
|
||
glEnd();
|
||
glLoadIdentity();
|
||
continue;
|
||
}
|
||
if((sprite.attr & SpriteAttr.rotate180) == SpriteAttr.rotate180)
|
||
{
|
||
glTexCoord2f(u2 / 512f - 1, v2 / 512f - 1);//4
|
||
glVertex3f(-((sprite.w) / 2 - homex2), -((sprite.h) / 2 - homey2), z);//1
|
||
glTexCoord2f(u2 / 512f - 1, v / 512f - 1);//3
|
||
glVertex3f(-((sprite.w) / 2 - homex2), ((sprite.h) / 2 + homey2), z);//2
|
||
glTexCoord2f(u / 512f - 1, v / 512f - 1);//1
|
||
glVertex3f((sprite.w) / 2 + homex2, ((sprite.h) / 2 + homey2), z);//3
|
||
glTexCoord2f(u / 512f - 1 , v2 / 512f - 1);//2
|
||
glVertex3f((sprite.w) / 2 + homex2, -((sprite.h) / 2 - homey2), z);//4
|
||
glEnd();
|
||
glLoadIdentity();
|
||
continue;
|
||
}
|
||
glTexCoord2f(u / 512f - 1, v / 512f - 1);
|
||
glVertex3f(-((sprite.w) / 2 - homex2), -((sprite.h) / 2 - homey2), z);//1
|
||
glTexCoord2f(u / 512f - 1 , v2 / 512f - 1);
|
||
glVertex3f(-((sprite.w) / 2 - homex2), ((sprite.h) / 2 + homey2), z);//2
|
||
glTexCoord2f(u2 / 512f - 1, v2 / 512f - 1);
|
||
glVertex3f((sprite.w) / 2 + homex2, ((sprite.h) / 2 + homey2), z);//3
|
||
glTexCoord2f(u2 / 512f - 1, v / 512f - 1);
|
||
glVertex3f((sprite.w) / 2 + homex2, -((sprite.h) / 2 - homey2), z);//4
|
||
glEnd();
|
||
glLoadIdentity();
|
||
continue;
|
||
}
|
||
}
|
||
}
|
||
int spid(int id)
|
||
{
|
||
if(petitcom.displaynum == 1)
|
||
{
|
||
return id + this.spmax;
|
||
}
|
||
return id;
|
||
}
|
||
void spset(int id, int defno)
|
||
{
|
||
id = spid(id);
|
||
sprites[id] = SpriteData(id, SPDEFTable[defno], defno);
|
||
}
|
||
void spset(int id, int u, int v, int w, int h, SpriteAttr attr)
|
||
{
|
||
id = spid(id);
|
||
auto spdef = SpriteDef(u, v, w, h, 0, 0, attr);
|
||
sprites[id] = SpriteData(id, spdef, 0/*要調査*/);
|
||
}
|
||
int spchk(int id)
|
||
{
|
||
id = spid(id);
|
||
int state;
|
||
for(int i = 0; i <= SpriteAnimTarget.V; i++)
|
||
{
|
||
if(sprites[id].anim[i])
|
||
{
|
||
state |= 1 << i;
|
||
}
|
||
}
|
||
return state;
|
||
}
|
||
void spofs(int id, double x, double y)
|
||
{
|
||
//animeとめる
|
||
id = spid(id);
|
||
sprites[id].anim[SpriteAnimTarget.XY] = null;
|
||
sprites[id].x = x;
|
||
sprites[id].y = y;
|
||
sprites[id].linkx = cast(int)(x + (sprites[id].parent ? sprites[id].parent.linkx : 0));
|
||
sprites[id].linky = cast(int)(y + (sprites[id].parent ? sprites[id].parent.linky : 0));
|
||
}
|
||
void spofs(int id, double x, double y, int z)
|
||
{
|
||
id = spid(id);
|
||
sprites[id].anim[SpriteAnimTarget.XY] = null;
|
||
sprites[id].x = x;
|
||
sprites[id].y = y;
|
||
sprites[id].z = z;
|
||
sprites[id].linkx = cast(int)(x + (sprites[id].parent ? sprites[id].parent.linkx : 0));
|
||
sprites[id].linky = cast(int)(y + (sprites[id].parent ? sprites[id].parent.linky : 0));
|
||
zChange = true;
|
||
}
|
||
void getspofs(int id, out double x, out double y, out int z)
|
||
{
|
||
id = spid(id);
|
||
x = sprites[id].x;
|
||
y = sprites[id].y;
|
||
z = sprites[id].z;
|
||
}
|
||
void sphide(int id)
|
||
{
|
||
id = spid(id);
|
||
sprites[id].attr ^= SpriteAttr.show;
|
||
}
|
||
void spshow(int id)
|
||
{
|
||
id = spid(id);
|
||
sprites[id].attr |= SpriteAttr.show;
|
||
}
|
||
void spanim(int id, wstring target, double[] data)
|
||
{
|
||
bool relative = false;
|
||
if(target[$ - 1..$] == "+")
|
||
{
|
||
target = target[0..$-1];
|
||
relative = true;
|
||
}
|
||
spanim(id, spriteAnimTarget[target] | (relative ? SpriteAnimTarget.relative : cast(SpriteAnimTarget)0), data);
|
||
|
||
}
|
||
static SpriteAnimTarget[wstring] spriteAnimTarget;
|
||
static this()
|
||
{
|
||
spriteAnimTarget = [
|
||
"XY": SpriteAnimTarget.XY,
|
||
"Z": SpriteAnimTarget.Z,
|
||
"UV": SpriteAnimTarget.UV,
|
||
"I": SpriteAnimTarget.I,
|
||
"R": SpriteAnimTarget.R,
|
||
"S": SpriteAnimTarget.S,
|
||
"C": SpriteAnimTarget.C,
|
||
"V": SpriteAnimTarget.V,
|
||
];
|
||
}
|
||
SpriteAnimTarget getSpriteAnimTarget(wstring target)
|
||
{
|
||
bool relative = false;
|
||
if(target[$ - 1..$] == "+")
|
||
{
|
||
target = target[0..$-1];
|
||
relative = true;
|
||
}
|
||
return spriteAnimTarget[target] | (relative ? SpriteAnimTarget.relative : cast(SpriteAnimTarget)0);
|
||
}
|
||
void spanim(int id, SpriteAnimTarget target, double[] data)
|
||
{
|
||
id = spid(id);
|
||
bool relative;
|
||
if(SpriteAnimTarget.relative & target)
|
||
{
|
||
relative = true;
|
||
target ^= SpriteAnimTarget.relative;
|
||
}
|
||
int animcount = cast(int)data.length / ((target == SpriteAnimTarget.XY || target == SpriteAnimTarget.UV) ? 3 : 2);
|
||
SpriteAnimData[] animdata = new SpriteAnimData[animcount];
|
||
int j;
|
||
int loop = 1;
|
||
SpriteAnimData* old;
|
||
for(int i = 0; i < data.length;)
|
||
{
|
||
i = animdata[j].load(i, sprites[id], target, data, old);
|
||
old = &animdata[j++];
|
||
if(data.length - i == 1)
|
||
{
|
||
//loop
|
||
loop = cast(int)data[i];
|
||
break;
|
||
}
|
||
}
|
||
sprites[id].setAnimation(animdata, target, loop);
|
||
if(animdata[0].frame == 1)
|
||
{
|
||
sprites[id].animindex[target]++;
|
||
animation(&sprites[id], &animdata[0], target);
|
||
if(animcount == 1)
|
||
{
|
||
if(loop > 1 || loop == 0)
|
||
{
|
||
sprites[id].animindex[target] = 0;
|
||
sprites[id].animloopcnt[target]++;
|
||
}
|
||
else
|
||
{
|
||
sprites[id].anim[target] = null;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
void spclr(int id)
|
||
{
|
||
id = spid(id);
|
||
sprites[id].clear;
|
||
}
|
||
void spclr()
|
||
{
|
||
for(int i = 0; i < sprites.length; i++)
|
||
{
|
||
sprites[i].clear;
|
||
}
|
||
}
|
||
void sphome(int i, int hx, int hy)
|
||
{
|
||
i = spid(i);
|
||
sprites[i].homex = hx;
|
||
sprites[i].homey = hy;
|
||
}
|
||
void spscale(int i, double x, double y)
|
||
{
|
||
i = spid(i);
|
||
sprites[i].scalex = x;
|
||
sprites[i].scaley = y;
|
||
}
|
||
void sprot(int i, double rot)
|
||
{
|
||
i = spid(i);
|
||
sprites[i].r = rot;
|
||
}
|
||
void spcolor(int id, uint color)
|
||
{
|
||
id = spid(id);
|
||
sprites[id].color = petitcom.toGLColor(color);
|
||
}
|
||
void splink(int child, int parent)
|
||
{
|
||
if(parent >= child)
|
||
{
|
||
throw new IllegalFunctionCall("SPLINK");
|
||
}
|
||
parent = spid(parent);
|
||
child = spid(child);
|
||
//SPLINK 2,0
|
||
//SPLINK 2,1した時の挙動謎
|
||
//最後にSPSETした親が優先される->子が親を保持?
|
||
sprites[child].parent = &sprites[parent];
|
||
}
|
||
//再帰的にUNLINKされるのか?
|
||
void spunlink(int id)
|
||
{
|
||
id = spid(id);
|
||
//parent==nullでもエラーでない
|
||
sprites[id].parent = null;
|
||
}
|
||
void spcol(int id)
|
||
{
|
||
id = spid(id);
|
||
spcol(id, 0, 0, cast(ushort)sprites[id].w, cast(ushort)sprites[id].h, true, -1);
|
||
}
|
||
void spcol(int id, bool scale)
|
||
{
|
||
id = spid(id);
|
||
spcol(id, 0, 0, cast(ushort)sprites[id].w, cast(ushort)sprites[id].h, scale, -1);
|
||
}
|
||
void spcol(int id, bool scale, int mask)
|
||
{
|
||
id = spid(id);
|
||
spcol(id, 0, 0, cast(ushort)sprites[id].w, cast(ushort)sprites[id].h, scale, mask);
|
||
}
|
||
void spcol(int id, short sx, short sy, ushort w, ushort h, bool scale, int mask)
|
||
{
|
||
id = spid(id);
|
||
sprites[id].col.data = &sprites[id];
|
||
sprites[id].col.sx = sx;
|
||
sprites[id].col.sy = sy;
|
||
sprites[id].col.w = w;
|
||
sprites[id].col.h = h;
|
||
sprites[id].col.scale = scale;
|
||
sprites[id].col.mask = mask;
|
||
}
|
||
void getspcol(int id, out bool scale)
|
||
{
|
||
id = spid(id);
|
||
}
|
||
void getspcol(int id, out bool scale, out int mask)
|
||
{
|
||
id = spid(id);
|
||
}
|
||
void getspcol(int id, out int sx, out int sy, out int w, out int h)
|
||
{
|
||
id = spid(id);
|
||
}
|
||
void getspcol(int id, out int sx, out int sy, out int w, out int h, out bool scale)
|
||
{
|
||
id = spid(id);
|
||
}
|
||
void getspcol(int id, out int sx, out int sy, out int w, out int h, out bool scale, out int mask)
|
||
{
|
||
id = spid(id);
|
||
}
|
||
int sphitsp(int id)
|
||
{
|
||
id = spid(id);
|
||
if(spmax > id)
|
||
{
|
||
return sphitsp2(id, 0, spmax - 1);
|
||
}
|
||
return sphitsp2(id, spmax, 511);
|
||
}
|
||
int sphitsp(int id, int start, int end)
|
||
{
|
||
id = spid(id);
|
||
start = spid(start);
|
||
end = spid(end);
|
||
return sphitsp2(id, start, end);
|
||
}
|
||
int sphitsp2(int id, int start, int end)
|
||
{
|
||
for(; start <= end; start++)
|
||
{
|
||
//自分を除外すべきか?
|
||
if(id == start) continue;//????
|
||
if(sprites[id].col.detection(sprites[start]))
|
||
return start;
|
||
}
|
||
return -1;
|
||
}
|
||
void spvar(int id, int var, double val)
|
||
{
|
||
id = spid(id);
|
||
sprites[id].var[var] = val;
|
||
}
|
||
double spvar(int id, int var)
|
||
{
|
||
id = spid(id);
|
||
return sprites[id].var[var];
|
||
}
|
||
}
|