backend-infra-engineer: Release v0.3.2 snapshot
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151
src/zelda3/sprite/sprite_builder.cc
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151
src/zelda3/sprite/sprite_builder.cc
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#include "sprite_builder.h"
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#include <sstream>
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#include <string>
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namespace yaze {
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namespace zelda3 {
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SpriteBuilder SpriteBuilder::Create(const std::string& spriteName) {
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SpriteBuilder builder;
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return builder;
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}
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SpriteBuilder& SpriteBuilder::SetProperty(const std::string& propertyName,
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const std::string& value) {
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return *this;
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}
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SpriteBuilder& SpriteBuilder::SetProperty(const std::string& propertyName,
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int value) {
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return *this;
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}
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SpriteBuilder& SpriteBuilder::SetProperty(const std::string& propertyName,
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bool value) {
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return *this;
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}
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SpriteBuilder& SpriteBuilder::AddAction(const SpriteAction& action) {
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return *this;
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}
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SpriteBuilder& SpriteBuilder::SetGlobalAction(const SpriteAction& action) {
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return *this;
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}
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SpriteBuilder& SpriteBuilder::AddFunction(const SpriteAction& function) {
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return *this;
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}
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SpriteBuilder& SpriteBuilder::AddFunction(const std::string& asmCode) {
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return *this;
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}
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std::string SpriteBuilder::BuildProperties() const {
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std::stringstream ss;
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// Build the properties
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for (int i = 0; i < 27; ++i) {
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std::string property = "00";
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if (!properties[i].empty()) property = properties[i];
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ss << kSpriteProperties[i] << " = $" << property << std::endl;
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}
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return ss.str();
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}
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std::string SpriteBuilder::Build() const {
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std::stringstream ss;
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ss << BuildProperties();
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return ss.str();
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}
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// ============================================================================
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SpriteAction SpriteAction::Create(const std::string& actionName) {
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SpriteAction action;
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return action;
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}
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SpriteAction SpriteAction::Create() {
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SpriteAction action;
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return action;
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}
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SpriteAction& SpriteAction::AddInstruction(
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const SpriteInstruction& instruction) {
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return *this;
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}
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SpriteAction& SpriteAction::AddCustomInstruction(const std::string& asmCode) {
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return *this;
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}
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SpriteAction& SpriteAction::SetNextAction(const std::string& nextActionName) {
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return *this;
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}
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std::string SpriteAction::GetConfiguration() const { return ""; }
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// ============================================================================
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SpriteInstruction SpriteInstruction::PlayAnimation(int startFrame, int endFrame,
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int speed) {
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SpriteInstruction instruction;
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return instruction;
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}
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SpriteInstruction SpriteInstruction::ApplySpeedTowardsPlayer(int speed) {
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SpriteInstruction instruction;
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instruction.SetConfiguration("JSL Sprite_ApplySpeedTowardsPlayer");
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return instruction;
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}
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SpriteInstruction SpriteInstruction::CheckDamageFromPlayer() {
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SpriteInstruction instruction;
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return instruction;
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}
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SpriteInstruction SpriteInstruction::MoveXyz() {
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SpriteInstruction instruction;
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return instruction;
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}
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SpriteInstruction SpriteInstruction::BounceFromTileCollision() {
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SpriteInstruction instruction;
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return instruction;
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}
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SpriteInstruction SpriteInstruction::SetTimer(int timerId, int value) {
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SpriteInstruction instruction;
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return instruction;
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}
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SpriteInstruction SpriteInstruction::Custom(const std::string& asmCode) {
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SpriteInstruction instruction;
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return instruction;
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}
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SpriteInstruction SpriteInstruction::BehaveAsBarrier() {
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SpriteInstruction instruction;
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return instruction;
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}
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SpriteInstruction SpriteInstruction::JumpToFunction(
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const std::string& functionName) {
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SpriteInstruction instruction;
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return instruction;
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}
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} // namespace zelda3
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} // namespace yaze
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