Blame helianthus/sprite.c

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#include <cairo.h></cairo.h>
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#include "private.h"
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#include "sprite.h"
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#include "world.h"
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#include "group.h"
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struct _Sprite {
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	double x;
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	double y;
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	double rotation;
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	double width;
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	double height;
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	double scale;
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	double vx;
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	double vy;
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	double rotationSpeed;
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	HeliCollider collider;
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	double bounciness;
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	int rotateToDirection;
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	int mirrorX;
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	int mirrorY;
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	double depth;
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	double lifeTime;
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	int visible;
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	int debug;
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	double shapeColor[4];
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	double tintColor[4];
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	int playing;
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	int frame;
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	HeliArray groups;
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	HeliAnimation *animation;
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};
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static HeliArray sprites;
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static HeliArray spritesSorted;
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static void prepareCollider(Sprite sprite, HeliCollider *collider) {
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	collider->type = sprite->collider.type;
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	collider->x = sprite->collider.x + sprite->x;
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	collider->y = sprite->collider.y + sprite->y;
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	collider->width = sprite->collider.width >= 0 ? sprite->collider.width : sprite->width;
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	collider->height = sprite->collider.height >= 0 ? sprite->collider.height : sprite->height;
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	collider->radius = sprite->collider.radius >= 0 ? sprite->collider.radius : collider->width;
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	collider->rotation = sprite->collider.rotation + sprite->rotation;
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}
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Sprite createSpriteEx(double x, double y, double width, double height) {
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	Sprite s = calloc(1, sizeof(*s));
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	s->x = x;
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	s->y = y;
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	s->width = width;
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	s->height = height;
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	s->scale = 1;
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	s->collider.type = COLLIDER_RECTANGLE;
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	s->collider.width = s->collider.height = s->collider.radius = -1;
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	s->mirrorX = 1;
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	s->mirrorY = 1;
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	s->lifeTime = -1;
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	s->visible = TRUE;
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	s->shapeColor[0] = s->shapeColor[1] = s->shapeColor[2] = 0.5;
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	s->shapeColor[3] = 1;
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	s->tintColor[0] = s->tintColor[1] = s->tintColor[2] = s->tintColor[3] = 1;
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	heliArrayInsert(&sprites, -1, s, NULL);
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	heliArrayInsert(&spritesSorted, -1, s, NULL);
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	return s;
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}
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Sprite createSprite(double x, double y)
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	{ return createSpriteEx(x, y, 100, 100); }
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void spriteDestroy(Sprite sprite) {
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	while(sprite->groups.count > 0)
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		groupRemove((Group)sprite->groups.items[0].value, sprite);
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	for(int i = 0; i < sprites.count; ++i)
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		if (sprites.items[i].value == sprite)
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			{ heliArrayRemove(&sprites, i); break; }
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	for(int i = 0; i < spritesSorted.count; ++i)
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		if (spritesSorted.items[i].value == sprite)
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			{ heliArrayRemove(&spritesSorted, i); break; }
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	if (sprite->animation)
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		heliAnimationUnref(sprite->animation);
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	free(sprite);
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}
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void spriteDestroyTimer(Sprite sprite, double lifeTime) {
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	if (lifeTime <= 0) { spriteDestroy(sprite); return; }
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	sprite->lifeTime = lifeTime;
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}
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double spriteGetX(Sprite sprite) { return sprite->x; }
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void spriteSetX(Sprite sprite, double x) { sprite->x = x; }
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double spriteGetY(Sprite sprite) { return sprite->y; }
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void spriteSetY(Sprite sprite, double y) { sprite->y = y; }
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double spriteGetVelocityX(Sprite sprite) { return sprite->vx; }
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void spriteSetVelocityX(Sprite sprite, double x)
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	{ spriteSetVelocityXY(sprite, x, sprite->vy); }
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double spriteGetVelocityY(Sprite sprite) { return sprite->vy; }
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void spriteSetVelocityY(Sprite sprite, double y)
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	{ spriteSetVelocityXY(sprite, sprite->vx, y); }
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double spriteGetScale(Sprite sprite) { return sprite->scale; }
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void spriteSetScale(Sprite sprite, double scale) { sprite->scale = scale; }
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double spriteGetWidth(Sprite sprite) { return sprite->width; }
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void spriteSetWidth(Sprite sprite, double width)
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	{ sprite->width = width > 0 ? width : 0; }
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double spriteGetHeight(Sprite sprite) { return sprite->height; }
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void spriteSetHeight(Sprite sprite, double height)
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	{ sprite->height = height > 0 ? height : 0; }
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int spriteGetRotateToDirection(Sprite sprite) { return sprite->rotateToDirection; }
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void spriteSetRotateToDirection(Sprite sprite, int rotateToDirection) {
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	if (rotateToDirection) {
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		sprite->rotateToDirection = TRUE;
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		sprite->rotation = spriteGetDirection(sprite);
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	} else {
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		sprite->rotateToDirection = FALSE;
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	}
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}
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double spriteGetRotation(Sprite sprite) { return sprite->rotation; }
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void spriteSetRotation(Sprite sprite, double rotation)
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	{ if (!sprite->rotateToDirection) sprite->rotation = rotation; }
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double spriteGetRotationSpeed(Sprite sprite) { return sprite->rotationSpeed; }
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void spriteSetRotationSpeed(Sprite sprite, double rotationSpeed)
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	{ sprite->rotationSpeed = rotationSpeed; }
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int spriteGetMirrorX(Sprite sprite) { return sprite->mirrorX; }
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void spriteSetMirrorX(Sprite sprite, int mirrorX)
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	{ sprite->mirrorX = mirrorX < 0 ? -1 : 1; }
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int spriteGetMirrorY(Sprite sprite) { return sprite->mirrorY; }
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void spriteSetMirrorY(Sprite sprite, int mirrorY)
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	{ sprite->mirrorY = mirrorY < 0 ? -1 : 1; }
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double spriteGetDepth(Sprite sprite) { return sprite->depth; }
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void spriteSetDepth(Sprite sprite, double depth)
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	{ sprite->depth = depth; }
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int spriteGetVisible(Sprite sprite) { return sprite->visible; }
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void spriteSetVisible(Sprite sprite, int visible)
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	{ sprite->visible = visible != FALSE; }
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int spriteGetDebug(Sprite sprite) { return sprite->debug; }
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void spriteSetDebug(Sprite sprite, int debug)
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	{ sprite->debug = debug != FALSE; }
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int spriteOverlap(Sprite a, Sprite b)
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	{ return spriteCollideEx(a, b, TRUE, TRUE, 0); }
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int spriteCollide(Sprite a, Sprite b, double bounciness)
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	{ return spriteCollideEx(a, b, FALSE, FALSE, bounciness); }
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int spriteBounceOff(Sprite sprite, Sprite other, double bounciness)
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	{ return spriteCollideEx(sprite, other, FALSE, TRUE, bounciness); }
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int spritePush(Sprite sprite, Sprite other, double bounciness)
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	{ return spriteCollideEx(sprite, other, TRUE, FALSE, bounciness); }
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int spriteCollideEx(Sprite a, Sprite b, int keepVelocityA, int keepVelocityB, double bounciness) {
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	#warning "TODO: spriteCollision: not implemented yet"
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	return FALSE;
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}
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double spriteGetBounciness(Sprite sprite) { return sprite->bounciness; }
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void spriteSetBounciness(Sprite sprite, double bounciness)
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	{ sprite->bounciness = bounciness > 0 ? bounciness : 0; }
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void spriteSetColliderEx(Sprite sprite, Collider type, double xOffset, double yOffset,
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						 double widthOrRadius, double height, double rotationOffset)
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{
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	sprite->collider.type = type;
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	sprite->collider.x = xOffset;
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	sprite->collider.y = yOffset;
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	sprite->collider.width = sprite->collider.radius = widthOrRadius;
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	sprite->collider.height = height;
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	sprite->collider.rotation = rotationOffset;
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}
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void spriteSetCollider(Sprite sprite, Collider type, double xOffset, double yOffset)
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	{ spriteSetColliderEx(sprite, type, xOffset, yOffset, -1, -1, 0); }
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void spriteSetAnimation(Sprite sprite, const char *path) {
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	HeliAnimation *prev = sprite->animation;
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	sprite->animation = heliCreateAnimation(path);
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	heliAnimationUnref(prev);
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	spriteSetFrame(sprite, sprite->frame);
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}
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void spritePlay(Sprite sprite) { sprite->playing = TRUE; }
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void spritePause(Sprite sprite) { sprite->playing = FALSE; }
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void spriteNextFrame(Sprite sprite) { spriteSetFrame(sprite, sprite->frame + 1); }
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void spriteSetFrame(Sprite sprite, int frame) {
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	sprite->frame = frame >= 0 && sprite->animation && sprite->animation->frames.count > 0
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				  ? frame % sprite->animation->frames.count : 0;
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}
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void spriteSetShapeColor(Sprite sprite, const char *color)
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	{ heliParseColor(color, sprite->shapeColor); }
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void spriteSetTintColor(Sprite sprite, const char *color)
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	{ heliParseColor(color, sprite->tintColor); }
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void spriteSetVelocityXY(Sprite sprite, double x, double y) {
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	sprite->vx = x;
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	sprite->vy = y;
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	if (sprite->rotateToDirection)
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		sprite->rotation = spriteGetDirection(sprite);
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}
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void spriteSetSpeedAndDirection(Sprite sprite, double speed, double angle) {
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	double a = angle*(PI/180);
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	spriteSetVelocityXY(sprite, cos(a)*speed, sin(a)*speed);
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}
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double spriteGetSpeed(Sprite sprite)
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	{ return sqrt(sprite->vx*sprite->vx + sprite->vy*sprite->vy); }
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double spriteGetDirection(Sprite sprite) {
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	return fabs(sprite->vx) > 1e-6 || fabs(sprite->vy) > 1e-6
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	     ? atan2(sprite->vy, sprite->vx)*(180/PI) : 0;
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}
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void spritePointTo(Sprite sprite, double x, double y)
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	{ spriteSetRotation( sprite, atan2(y - sprite->y, x - sprite->x)*(PI/180) ); }
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double spriteGetScaledWidth(Sprite sprite)
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	{ return sprite->width * sprite->scale; }
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double spriteGetScaledHeight(Sprite sprite)
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	{ return sprite->height * sprite->scale; }
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int worldGetSpriteCount()
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	{ return sprites.count; }
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Sprite worldGetSprite(int i)
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	{ return (Sprite)heliArrayGetValue(&sprites, i); }
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static void drawSpriteDebug(cairo_t *cr, Sprite s) {
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	cairo_save(cr);
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	cairo_translate(cr, s->x, s->y);
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	cairo_scale(cr, s->scale*s->mirrorX, s->scale*s->mirrorY);
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	double hw = s->width*0.5;
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	double hh = s->height*0.5;
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	cairo_set_source_rgba(cr, 0, 0, 0, 0.75);
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	cairo_move_to(cr, -hw, -hh);
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	cairo_line_to(cr,  hw, -hh);
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	cairo_line_to(cr,  hw,  hh);
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	cairo_line_to(cr, -hw,  hh);
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	cairo_close_path(cr);
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	cairo_stroke(cr);
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	cairo_move_to(cr, -hw*0.25, 0);
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	cairo_line_to(cr,  hw*0.25, 0);
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	cairo_move_to(cr, 0, -hh*0.25);
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	cairo_line_to(cr, 0,  hh*0.25);
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	cairo_stroke(cr);
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	char buf[1024];
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	snprintf(buf, sizeof(buf)-1, "%f", s->depth);
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	double s1 = hw*0.5;
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	double s2 = hh*0.5;
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	cairo_set_font_size(cr, s1 < s2 ? s1 : s2);
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	cairo_move_to(cr, -hw*0.9, -hh*0.9);
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	cairo_show_text(cr, buf);
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	cairo_restore(cr);
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}
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static void drawSprite(cairo_t *cr, Sprite s) {
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	cairo_save(cr);
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	cairo_translate(cr, s->x, s->y);
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	cairo_scale(cr, s->scale*s->mirrorX, s->scale*s->mirrorY);
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	double hw = s->width*0.5;
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	double hh = s->height*0.5;
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	cairo_surface_t *frame = s->animation
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						   ? (cairo_surface_t*)heliArrayGetValue(&s->animation->frames, s->frame) : NULL;
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	cairo_push_group(cr);
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	if (frame) {
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		// image
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		double ihw = cairo_image_surface_get_width(frame)*0.5;
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		double ihh = cairo_image_surface_get_height(frame)*0.5;
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		if (ihw > 1e-6 && ihh > 1e-6) {
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			cairo_save(cr);
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			cairo_scale(cr, hw/ihw, hh/ihh);
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			cairo_set_source_surface(cr, frame, -ihw, -ihh);
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			cairo_restore(cr);
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		}
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	} else {
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		// rectangle
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		cairo_set_source_rgba(cr, s->shapeColor[0], s->shapeColor[1], s->shapeColor[2], s->shapeColor[3]);
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		cairo_move_to(cr, -hw, -hh);
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		cairo_line_to(cr,  hw, -hh);
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		cairo_line_to(cr,  hw,  hh);
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		cairo_line_to(cr, -hw,  hh);
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		cairo_close_path(cr);
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		cairo_fill(cr);
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	}
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	// tint
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	cairo_save(cr);
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	cairo_set_source_rgba(cr, s->tintColor[0], s->tintColor[1], s->tintColor[2], s->tintColor[3]);
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	cairo_set_operator(cr, CAIRO_OPERATOR_MULTIPLY);
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	cairo_move_to(cr, -hw, -hh);
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	cairo_line_to(cr,  hw, -hh);
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	cairo_line_to(cr,  hw,  hh);
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	cairo_line_to(cr, -hw,  hh);
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	cairo_close_path(cr);
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	cairo_fill(cr);
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	cairo_restore(cr);
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	cairo_pop_group_to_source(cr);
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	cairo_paint(cr);
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	cairo_restore(cr);
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}
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void drawSprites() {
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	// sort
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	int found = TRUE;
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	while(found) {
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		found = FALSE;
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		// forward
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		for(int i = 1; i < spritesSorted.count; ++i) {
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			if ( ((Sprite)spritesSorted.items[i-1].value)->depth
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			   < ((Sprite)spritesSorted.items[i  ].value)->depth )
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			{
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				void *x = spritesSorted.items[i].value;
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				spritesSorted.items[i].value = spritesSorted.items[i-1].value;
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				spritesSorted.items[i-1].value = x;
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				found = TRUE;
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			}
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		}
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		if (!found) break;
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		// backward
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		found = FALSE;
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		for(int i = spritesSorted.count - 1; i > 0; --i) {
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			if ( ((Sprite)spritesSorted.items[i-1].value)->depth
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			   < ((Sprite)spritesSorted.items[i  ].value)->depth )
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			{
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				void *x = spritesSorted.items[i].value;
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				spritesSorted.items[i].value = spritesSorted.items[i-1].value;
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				spritesSorted.items[i-1].value = x;
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				found = TRUE;
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			}
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		}
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	}
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	// draw
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	if (heliCairo) {
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		for(int i = 0; i < spritesSorted.count; ++i) {
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			Sprite s = (Sprite)(spritesSorted.items[i].value);
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			if (s->visible) drawSprite(heliCairo, s);
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		}
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		for(int i = 0; i < spritesSorted.count; ++i) {
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			Sprite s = (Sprite)(spritesSorted.items[i].value);
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			if (s->debug) drawSpriteDebug(heliCairo, s);
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		}
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	}
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}
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int mouseIsOver(Sprite sprite) {
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	HeliCollider collider;
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	prepareCollider(sprite, &collider);
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	return heliPointCollision(&collider, mouseX(), mouseY());
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}
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void heliSpriteUpdate(double dt) {
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	// auto-remove
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	for(int i = sprites.count - 1; i > 0; --i) {
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		Sprite s = (Sprite)sprites.items[i].value;
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		if (s->lifeTime >= 0) {
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			s->lifeTime -= dt;
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			if (s->lifeTime <= 1e-5)
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				spriteDestroy(s);
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		}
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	}
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	// update
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	for(int i = 0; i < sprites.count; ++i) {
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		Sprite s = (Sprite)sprites.items[i].value;
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		s->x += s->vx*dt;
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		s->y += s->vy*dt;
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		if (!s->rotateToDirection)
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			s->rotation += s->rotationSpeed*dt;
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		if (s->playing) spriteNextFrame(s);
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	}
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}
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HeliArray* heliSpriteGetGroups(Sprite sprite)
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	{ return &sprite->groups; }
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void heliSpriteFinish() {
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	while(worldGetSpriteCount())
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		{ spriteDestroy(worldGetSprite(0)); }
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	heliArrayDestroy(&sprites);
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	heliArrayDestroy(&spritesSorted);
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}
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