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@ -36,7 +36,8 @@ type Animation struct {
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width int
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stroke int
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image []image.Image
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updown int
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images map[string]image.Image
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updown string
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mqmsg chan mqtt.Message
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msg string
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@ -112,6 +113,7 @@ func fatal(err error) {
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//initializes the struct for the an play animation function, this could all be dumped into function that's wrapping go routine if I wanted
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func NewAnimation(sz image.Point, mqMessages chan mqtt.Message) *Animation {
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imageMap := make(map[string]image.Image)
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reader, err := os.Open("marioUp.png")
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if err != nil {
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log.Fatal(err)
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@ -120,7 +122,7 @@ func NewAnimation(sz image.Point, mqMessages chan mqtt.Message) *Animation {
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//marioUp := imaging.FlipH(imaging.Resize(rawMario, 16, 16, imaging.Lanczos))
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marioUp := imaging.Resize(rawMario, 16, 16, imaging.Lanczos)
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imageMap["marioUp"] = marioUp
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reader, err = os.Open("marioDown.png")
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if err != nil {
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log.Fatal(err)
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@ -128,15 +130,17 @@ func NewAnimation(sz image.Point, mqMessages chan mqtt.Message) *Animation {
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rawMario, _, err = image.Decode(reader)
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//marioDown := imaging.FlipH(imaging.Resize(rawMario, 16, 16, imaging.Lanczos))
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marioDown := imaging.Resize(rawMario, 16, 16, imaging.Lanczos)
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images := []image.Image{marioUp, marioDown}
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imageMap["marioDown"] = marioDown
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imageSlice := []image.Image{marioUp, marioDown}
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return &Animation{
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ctx: gg.NewContext(sz.X, sz.Y),
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dir: image.Point{1, 1},
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height: 8,
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width: 8,
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stroke: 8,
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image: images,
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updown: 0,
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image: imageSlice,
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images: imageMap,
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updown: "marioUp",
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mqmsg: mqMessages,
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countDown: 5000,
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}
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@ -145,26 +149,20 @@ func NewAnimation(sz image.Point, mqMessages chan mqtt.Message) *Animation {
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func appendImage(img string, a *Animation) {
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baseImage, _ := b64.StdEncoding.DecodeString(img)
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bigImage, _, _ := image.Decode(bytes.NewReader(baseImage))
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a.image = append(a.image, imaging.Resize(bigImage, 64, 64, imaging.Lanczos))
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a.images["doorbell"] = imaging.Resize(bigImage, 64, 64, imaging.Lanczos)
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}
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// what happens each frame, at an interval of 50 milliseconds
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func (a *Animation) Next() (image.Image, <-chan time.Time, error) {
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incoming := incomingImage{}
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defer a.updatePosition()
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a.ctx.SetColor(color.Black)
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a.ctx.Clear()
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if a.dir.X == 1 {
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a.ctx.DrawImageAnchored(a.image[a.updown], a.position.X, a.position.Y, 0.5, 0.5)
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} else {
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a.ctx.DrawImageAnchored(imaging.FlipH(a.image[a.updown]), a.position.X, a.position.Y, 0.5, 0.5)
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}
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if len(a.image) == 3 {
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a.animateMario()
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if a.images["doorbell"] != nil {
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if a.countDown > 0 {
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a.ctx.DrawImageAnchored(a.image[2], 0, 0, 0, 0)
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a.countDown -= 50
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} else {
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a.image = a.image[:len(a.image)-1]
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//a.image = a.image[:len(a.image)-1]
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delete(a.images, "doorbell")
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a.countDown = 5000
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}
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}
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@ -183,16 +181,27 @@ func (a *Animation) Next() (image.Image, <-chan time.Time, error) {
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return a.ctx.Image(), time.After(time.Millisecond * 50), nil
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}
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func (a *Animation) animateMario() {
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defer a.updateMarioPosition()
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a.ctx.SetColor(color.Black)
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a.ctx.Clear()
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if a.dir.X == 1 {
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a.ctx.DrawImageAnchored(a.images[a.updown], a.position.X, a.position.Y, 0.5, 0.5)
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} else {
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a.ctx.DrawImageAnchored(imaging.FlipH(a.images[a.updown]), a.position.X, a.position.Y, 0.5, 0.5)
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}
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}
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//what mario does every frame
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func (a *Animation) updatePosition() {
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func (a *Animation) updateMarioPosition() {
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a.position.X += 1 * a.dir.X
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a.position.Y += 1 * a.dir.Y
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if a.position.Y+a.height > a.ctx.Height() {
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a.dir.Y = -1
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a.updown = 0
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a.updown = "marioUp"
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} else if a.position.Y-a.height < 0 {
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a.updown = 1
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a.updown = "marioDown"
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a.dir.Y = 1
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}
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