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An extract of the sprite rendering code from my sprite-style demo.
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| (ns sprite-style.entities | |
| (:require | |
| [sprite-style.math :as math] | |
| [sprite-style.protocols :refer [Entity Renderable]] | |
| [sprite-style.pixi :as pixi] | |
| [sprite-style.vector :as vec :refer [v-]])) | |
| (defn load-anim [name angle frames] | |
| [angle (pixi/load-clip (str name "-" angle) ".png" frames)]) | |
| (defn load-bolo-anim [name angle frames [x y] stage] | |
| (let [[a c :as anim] (load-anim name angle frames)] | |
| ;; (.set (.. c -scale) 5 5) | |
| (.set (.. c -position) x y) | |
| (.set (.. c -anchor) 0.5 0.5) | |
| (set! (.. c -animationSpeed) 0.5) | |
| (set! (.. c -visible) false) | |
| (.play c) | |
| (.addChild stage c) | |
| anim)) | |
| (defrecord Bolo [name frames angles position facing clips] | |
| Entity | |
| (awake [{:keys [name frames angles position] :as bolo} stage] | |
| (let [degree (math/round (/ 360 angles))] | |
| (assoc bolo :clips | |
| (->> (map #(load-bolo-anim name (* degree %) frames position stage) | |
| (range angles)) | |
| (into {}))))) | |
| (step [{:keys [position] :as bolo} mouse] | |
| ;; (update-in bolo [:facing] | |
| ;; #(vec/norm (vec/rotate % ))) | |
| (assoc bolo :facing (vec/norm (v- position mouse)))) | |
| Renderable | |
| (render [{:keys [facing clips angles] :as bolo}] | |
| (let [angle (-> (vec/angle-on-circle facing [1 0]) | |
| (math/snap-unit-circle angles) | |
| (math/degrees))] | |
| (doseq [[a c] clips] | |
| (if (= a (math/round angle)) | |
| (set! (.. c -visible) true) | |
| (set! (.. c -visible) false)))) | |
| bolo)) |
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