animated gifs correctly hotsync
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285a227691
commit
b31069fe91
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@ -67,6 +67,19 @@ var sprite = {
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advance();
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},
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tex_sync() {
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if (this.anim) this.stop();
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this.rect = fullrect;
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var anim = SpriteAnim.make(this.path);
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this.update_dimensions();
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this.sync();
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if (!anim) return;
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this.anim = anim;
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this.play();
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this.pos = this.dimensions().scale(this.anchor);
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},
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stop() {
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this.del_anim?.();
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},
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@ -77,23 +90,15 @@ var sprite = {
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return;
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}
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if (p === this.path) return;
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this._p = p;
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this.del_anim?.();
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this.texture = game.texture(p);
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this.diffuse = this.texture;
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this.rect = fullrect;
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var anim = SpriteAnim.make(p);
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this.update_dimensions();
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this.sync();
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if (!anim) return;
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this.anim = anim;
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this.play();
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this.pos = this.dimensions().scale(this.anchor);
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this.tex_sync();
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},
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get path() {
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return this._p;
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@ -200,7 +205,6 @@ Object.mixin(os.make_seg2d(), {
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var animcache = {};
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var SpriteAnim = {};
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SpriteAnim.make = function(path) {
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if (path in animcache) return animcache[path];
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var anim;
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if (io.exists(path.set_ext(".ase")))
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anim = SpriteAnim.aseprite(path.set_ext(".ase"));
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@ -182,9 +182,16 @@ game.tex_hotreload = function()
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{
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for (var path in game.texture.cache) {
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if (io.mod(path) > game.texture.time_cache[path]) {
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say(`HOT SWAPPING IMAGE ${path}`);
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var tex = game.texture.cache[path];
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game.texture.time_cache[path] = io.mod(path);
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os.texture_swap(path, game.texture.cache[path]);
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for (var sprite of Object.values(allsprites)) {
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if (sprite.texture == tex) {
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say('syncing a sprite ...');
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sprite.tex_sync();
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}
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}
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}
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}
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}
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@ -527,6 +527,30 @@ render.init = function() {
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render.sprites = function render_sprites(gridsize = 1)
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{
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// When y sorting, draw layer is firstly important followed by the gameobject position
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profile.frame("y bucketing");
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var sps = Object.values(allsprites);
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var buckets = {};
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for (var sprite of sps) {
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var layer = (sprite.gameobject.drawlayer*10000)-sprite.gameobject.pos.y;
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buckets[layer] ??= {};
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if (buckets[layer][sprite.path])
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buckets[layer][sprite.path].push(sprite);
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else
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buckets[layer][sprite.path] = [sprite];
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}
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profile.endframe();
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profile.frame("y sorting");
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buckets = Object.entries(buckets).sort((a,b) => {
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var na = Number(a[0]);
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var nb = Number(b[0]);
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if (na < nb) return -1;
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return 1;
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});
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profile.endframe();
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/*
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profile.frame("bucketing");
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var sps = Object.values(allsprites);
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@ -544,7 +568,7 @@ render.sprites = function render_sprites(gridsize = 1)
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}
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profile.endframe();
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*/
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profile.frame("sorting");
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var sprite_buckets = component.sprite_buckets();
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@ -556,7 +580,8 @@ render.sprites = function render_sprites(gridsize = 1)
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return 1;
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});
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profile.endframe();
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*/
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profile.frame("drawing");
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render.use_shader(spritessboshader);
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for (var layer of buckets) {
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