sprite handling
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72
inc/sprite/sprite.manager.lua
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72
inc/sprite/sprite.manager.lua
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@@ -0,0 +1,72 @@
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local _sprites = {}
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function Sprite.register(sprite_data)
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if not sprite_data or not sprite_data.id then
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trace("Error: Invalid sprite object registered (missing id)!")
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return
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end
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if _sprites[sprite_data.id] then
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trace("Warning: Overwriting sprite with id: " .. sprite_data.id)
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end
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_sprites[sprite_data.id] = sprite_data
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end
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function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
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-- Ensure the sprite exists before attempting to show it
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if not _sprites[id] then
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trace("Error: Attempted to show non-registered sprite with id: " .. id)
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return
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end
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Context.sprites[id] = {
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id = id,
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x = x,
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y = y,
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colorkey = colorkey,
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scale = scale,
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flip_x = flip_x,
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flip_y = flip_y,
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rot = rot,
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}
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end
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function Sprite.hide(id)
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Context.sprites[id] = nil
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end
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function Sprite.draw()
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for id, params in pairs(Context.sprites) do
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local sprite_data = _sprites[id]
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if not sprite_data then
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trace("Error: Sprite id " .. id .. " in Context.sprites is not registered.")
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Context.sprites[id] = nil -- Clean up invalid entry
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-- We should probably continue to the next sprite instead of returning
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-- so that other valid sprites can still be drawn.
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end
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-- Use parameters from Context.sprites, or fall back to sprite_data, then to defaults
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local colorkey = params.colorkey or sprite_data.colorkey or 0
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local scale = params.scale or sprite_data.scale or 1
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local flip_x = params.flip_x or sprite_data.flip_x or 0
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local flip_y = params.flip_y or sprite_data.flip_y or 0
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local rot = params.rot or sprite_data.rot or 0
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if sprite_data.sprites then -- Complex sprite
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for i = 1, #sprite_data.sprites do
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local sub_sprite = sprite_data.sprites[i]
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spr(
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sub_sprite.s,
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params.x + (sub_sprite.x_offset or 0),
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params.y + (sub_sprite.y_offset or 0),
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sub_sprite.colorkey or colorkey,
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sub_sprite.scale or scale,
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sub_sprite.flip_x or flip_x,
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sub_sprite.flip_y or flip_y,
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sub_sprite.rot or rot
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)
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end
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else -- Simple sprite
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spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot)
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end
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end
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end
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17
inc/sprite/sprite.norman.lua
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17
inc/sprite/sprite.norman.lua
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@@ -0,0 +1,17 @@
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Sprite.register({
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id = "norman",
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sprites = {
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-- Body
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{ s = 0, x_offset = 0, y_offset = 0 },
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-- Head
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{ s = 1, x_offset = 0, y_offset = -8 },
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-- Left Arm
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{ s = 2, x_offset = -4, y_offset = 4 },
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-- Right Arm
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{ s = 3, x_offset = 4, y_offset = 4, flip_x = 1 }, -- Flipped arm
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-- Left Leg
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{ s = 4, x_offset = -2, y_offset = 8 },
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-- Right Leg
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{ s = 5, x_offset = 2, y_offset = 8, flip_x = 1 } -- Flipped leg
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}
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})
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