up3
Build and deploy / Build (push) Has been cancelled
Build and deploy / Update Contributors (push) Has been cancelled
Build and deploy / Deploy (push) Has been cancelled
Build and deploy / Build (push) Has been cancelled
Build and deploy / Update Contributors (push) Has been cancelled
Build and deploy / Deploy (push) Has been cancelled
This commit is contained in:
@@ -0,0 +1,87 @@
|
||||
package skin
|
||||
|
||||
import (
|
||||
"image"
|
||||
"image/color"
|
||||
)
|
||||
|
||||
const (
|
||||
// AnimationHead is an animation that is played over the head part of the skin.
|
||||
AnimationHead AnimationType = iota
|
||||
// AnimationBody32x32 is an animation that is played over the body of a skin with a 32x32(/64) size. This
|
||||
// is the usual animation type for body animations.
|
||||
AnimationBody32x32
|
||||
// AnimationBody128x128 is an animation that is played over a body of a skin with a 128x128 size. This is
|
||||
// the animation type for body animations with high resolution.
|
||||
AnimationBody128x128
|
||||
)
|
||||
|
||||
// AnimationType represents a type of the animation. It is one of the constants above, and specifies to what
|
||||
// part of the body it is assigned.
|
||||
type AnimationType int
|
||||
|
||||
// Animation represents an animation that plays over the skin every so often. It is assigned to a particular
|
||||
// part of the skin, which is represented by one of the constants above.
|
||||
type Animation struct {
|
||||
w, h int
|
||||
aType AnimationType
|
||||
|
||||
// Pix holds skin data for every frame of the animation. This is an RGBA byte slice, meaning that every
|
||||
// first byte is a Red value, the second a Green value, the third a Blue value and the fourth an Alpha
|
||||
// value.
|
||||
Pix []uint8
|
||||
|
||||
// FrameCount is the amount of frames that the animation plays for. Exactly this amount of frames should
|
||||
// be present in the Pix animation data.
|
||||
FrameCount int
|
||||
|
||||
// AnimationExpression is the player's animation expression.
|
||||
AnimationExpression int
|
||||
}
|
||||
|
||||
// NewAnimation returns a new animation using the width and height passed, with the type specifying what part
|
||||
// of the body to display it on.
|
||||
// NewAnimation fills out the Pix field adequately and sets FrameCount to 1 by default.
|
||||
func NewAnimation(width, height int, expression int, animationType AnimationType) Animation {
|
||||
return Animation{
|
||||
w: width,
|
||||
h: height,
|
||||
aType: animationType,
|
||||
Pix: make([]uint8, width*height*4),
|
||||
FrameCount: 1,
|
||||
AnimationExpression: expression,
|
||||
}
|
||||
}
|
||||
|
||||
// Type returns the type of the animation, which is one of the constants above.
|
||||
func (a Animation) Type() AnimationType {
|
||||
return a.aType
|
||||
}
|
||||
|
||||
// ColorModel ...
|
||||
func (a Animation) ColorModel() color.Model {
|
||||
return color.RGBAModel
|
||||
}
|
||||
|
||||
// Bounds ...
|
||||
func (a Animation) Bounds() image.Rectangle {
|
||||
return image.Rectangle{
|
||||
Max: image.Point{X: a.w, Y: a.h},
|
||||
}
|
||||
}
|
||||
|
||||
// At returns the colour at a given position in the animation data, provided the X and Y are within the bounds
|
||||
// of the animation passed during construction.
|
||||
// The concrete type returned by At is a color.RGBA value.
|
||||
func (a Animation) At(x, y int) color.Color {
|
||||
if x < 0 || y < 0 || x >= a.w || y >= a.h {
|
||||
panic("pixel coordinates out of bounds")
|
||||
}
|
||||
offset := x*4 + a.w*y*4
|
||||
return color.RGBA{
|
||||
R: a.Pix[offset],
|
||||
G: a.Pix[offset+1],
|
||||
B: a.Pix[offset+2],
|
||||
A: a.Pix[offset+3],
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user