Module: SpriteKit::SpriteMethods
- Defined in:
- mygame/lib/sprite_kit/sprite_methods.rb
Class Method Summary collapse
- .generate_prefab(sprite, state) ⇒ Object
- .render_prefab(current_sprite) ⇒ Object
- .ruby_serialize_sprite(sprite) ⇒ Object
- .serialize_sprite(sprite, format = :ruby) ⇒ Object
Class Method Details
.generate_prefab(sprite, state) ⇒ Object
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# File 'mygame/lib/sprite_kit/sprite_methods.rb', line 41 def self.generate_prefab(sprite, state) prefab = [] rect_size = state.tile_selection column_gap = state.tile_selection.column_gap row_gap = state.tile_selection.row_gap columns = (sprite.source_w + column_gap).idiv(rect_size.w + column_gap) rows = (sprite.source_h + row_gap).idiv(rect_size.h + row_gap) sprite.columns = columns sprite.rows = rows columns.times do |column| rows.times do |row| # column_gap = column == 0 ? 0 : column_gap # row_gap = row == 0 ? 0 : row_gap offset_x = column * column_gap offset_y = row * row_gap prefab << { source_x: sprite.source_x + offset_x + (column * rect_size.w), source_y: sprite.source_y + offset_y + (row * rect_size.h), source_w: rect_size.w, source_h: rect_size.h, path: sprite.path, offset_x: offset_x, offset_y: offset_y, } end end prefab end |
.render_prefab(current_sprite) ⇒ Object
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# File 'mygame/lib/sprite_kit/sprite_methods.rb', line 75 def self.render_prefab(current_sprite) if current_sprite.prefab.nil? || current_sprite.prefab.length <= 0 return [current_sprite] end starting_x = current_sprite.source_x starting_y = current_sprite.source_y current_sprite.prefab.map do |node| node.dup.tap do |sprite| sprite.x = current_sprite.x - starting_x + node.source_x - node.offset_x sprite.y = current_sprite.y - starting_y + node.source_y - node.offset_y sprite.w = node.source_w sprite.h = node.source_h end end end |
.ruby_serialize_sprite(sprite) ⇒ Object
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# File 'mygame/lib/sprite_kit/sprite_methods.rb', line 17 def self.ruby_serialize_sprite(sprite) has_prefab = sprite.prefab && sprite.prefab.length > 0 prefab_or_path = nil if has_prefab prefab_or_path = "# Prefabs are quite large and memory intensive and don't share well. It is usually better to split the prefab into multiple distinct sprites.\n" prefab_or_path += " prefab: [\n" prefab_or_path += sprite.prefab.map do |prefab_sprite| ruby_serialize_sprite(prefab_sprite) end.join(",\n") + "\n" else prefab_or_path = "path: \\\"#{sprite.path}\\\"" end <<~RUBY { source_x: #{sprite.source_x}, source_y: #{sprite.source_y}, source_h: #{sprite.source_h}, source_w: #{sprite.source_w}, #{prefab_or_path} } RUBY end |
.serialize_sprite(sprite, format = :ruby) ⇒ Object
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# File 'mygame/lib/sprite_kit/sprite_methods.rb', line 3 def self.serialize_sprite(sprite, format = :ruby) raise "Unable to serialize #{sprite}, no format given." if !format begin if format == :ruby SpriteMethods.ruby_serialize_sprite(sprite) elsif format == :json ## TODO: Use the JSON serializer end rescue raise "Unable to serialize #{sprite} with format: #{format}" end end |