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import { Sprite, Palette, PaletteSpriteBatch as IPaletteSpriteBatch, Matrix2D } from '../common/interfaces';
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import { BaseSpriteBatch, getColorFloat } from './baseSpriteBatch';
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import { colorFromRGBA, colorToFloat } from '../common/color';
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import { createSprite } from '../client/spriteUtils';
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import { createPalette } from './paletteManager';
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const defaultRectSprite = createSprite(0, 0, 1, 1, 0, 0, 3);
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const types = new Float32Array([
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colorToFloat(colorFromRGBA(255, 0, 0, 0)), // type 0 shade
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colorToFloat(colorFromRGBA(0, 0, 255, 0)), // type 2 shade
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colorToFloat(colorFromRGBA(0, 0, 0, 0)), // type 3 shade
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colorToFloat(colorFromRGBA(255, 0, 0, 255)), // type 0
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colorToFloat(colorFromRGBA(0, 255, 0, 255)), // type 1
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colorToFloat(colorFromRGBA(0, 0, 255, 255)), // type 2
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colorToFloat(colorFromRGBA(0, 0, 0, 255)), // type 3
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]);
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/*
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function pushVertex(
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vertices: Float32Array, _verticesUint32: Uint32Array, index: number,
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x: number, y: number, u: number, v: number, pu: number, pv: number, c: number, c1: number, transform: Matrix2D
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) {
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vertices[index++] = transform[0] * x + transform[2] * y + transform[4];
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vertices[index++] = transform[1] * x + transform[3] * y + transform[5];
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vertices[index++] = u;
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vertices[index++] = v;
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vertices[index++] = pu;
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vertices[index++] = pv;
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vertices[index++] = c;
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vertices[index++] = c1;
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}
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function pushQuad(
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vertices: Float32Array, verticesUint32: Uint32Array,
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transform: mat2d, index: number, type: number, color: number, palette: Palette,
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sx: number, sy: number, sw: number, sh: number, dx: number, dy: number, dw: number, dh: number
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) {
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const c1 = types[type];
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const y2 = dy + dh;
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const x2 = dx + dw;
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const u1 = sx + 0.1;
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const v1 = sy + 0.1;
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const u2 = sx + sw;
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const v2 = sy + sh;
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const pu = palette.u;
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const pv = palette.v;
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pushVertex(vertices, verticesUint32, index, dx, dy, u1, v1, pu, pv, color, c1, transform);
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pushVertex(vertices, verticesUint32, index + 8, x2, dy, u2, v1, pu, pv, color, c1, transform);
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pushVertex(vertices, verticesUint32, index + 16, x2, y2, u2, v2, pu, pv, color, c1, transform);
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pushVertex(vertices, verticesUint32, index + 24, dx, y2, u1, v2, pu, pv, color, c1, transform);
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return index + 32;
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}
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*/
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function pushQuad(
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vertices: Float32Array, //_verticesUint32: Uint32Array,
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transform: Matrix2D, index: number, type: number, color: number, palette: Palette,
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sx: number, sy: number, sw: number, sh: number, dx: number, dy: number, dw: number, dh: number,
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) {
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const c1 = types[type];
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const y2 = dy + dh;
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const x2 = dx + dw;
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const u1 = sx + 0.1;
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const v1 = sy + 0.1;
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const u2 = sx + sw;
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const v2 = sy + sh;
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const pu = palette.u; // + palette.v * 1024;
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const pv = palette.v;
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const t0 = transform[0];
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const t1 = transform[1];
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const t2 = transform[2];
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const t3 = transform[3];
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const t4 = transform[4];
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const t5 = transform[5];
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// pushVertex(vertices, index, dx, dy, u1, v1, pu, pv, color, c1, transform);
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vertices[(index + 0) | 0] = t0 * dx + t2 * dy + t4;
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vertices[(index + 1) | 0] = t1 * dx + t3 * dy + t5;
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vertices[(index + 2) | 0] = u1;
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vertices[(index + 3) | 0] = v1;
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vertices[(index + 4) | 0] = pu;
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vertices[(index + 5) | 0] = pv;
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vertices[(index + 6) | 0] = color;
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vertices[(index + 7) | 0] = c1;
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// pushVertex(vertices, index + 8, x2, dy, u2, v1, pu, pv, color, c1, transform);
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vertices[(index + 8) | 0] = t0 * x2 + t2 * dy + t4;
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vertices[(index + 9) | 0] = t1 * x2 + t3 * dy + t5;
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vertices[(index + 10) | 0] = u2;
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vertices[(index + 11) | 0] = v1;
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vertices[(index + 12) | 0] = pu;
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vertices[(index + 13) | 0] = pv;
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vertices[(index + 14) | 0] = color;
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vertices[(index + 15) | 0] = c1;
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// pushVertex(vertices, index + 16, x2, y2, u2, v2, pu, pv, color, c1, transform);
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vertices[(index + 16) | 0] = t0 * x2 + t2 * y2 + t4;
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vertices[(index + 17) | 0] = t1 * x2 + t3 * y2 + t5;
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vertices[(index + 18) | 0] = u2;
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vertices[(index + 19) | 0] = v2;
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vertices[(index + 20) | 0] = pu;
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vertices[(index + 21) | 0] = pv;
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vertices[(index + 22) | 0] = color;
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vertices[(index + 23) | 0] = c1;
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// pushVertex(vertices, index + 24, dx, y2, u1, v2, pu, pv, color, c1, transform);
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vertices[(index + 24) | 0] = t0 * dx + t2 * y2 + t4;
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vertices[(index + 25) | 0] = t1 * dx + t3 * y2 + t5;
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vertices[(index + 26) | 0] = u1;
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vertices[(index + 27) | 0] = v2;
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vertices[(index + 28) | 0] = pu;
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vertices[(index + 29) | 0] = pv;
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vertices[(index + 30) | 0] = color;
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vertices[(index + 31) | 0] = c1;
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return index + 32;
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}
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// function colorWithAlpha(color: number, alpha: number) {
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// return ((color & 0xffffff00) | (((color & 0xff) * alpha) & 0xff)) >>> 0;
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// }
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export const PALETTE_BATCH_BYTES_PER_VERTEX = 2 * 4 + 4 * 4 + 4 + 4;
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export class PaletteSpriteBatch extends BaseSpriteBatch implements IPaletteSpriteBatch {
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palette = true;
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defaultPalette: Palette = createPalette(new Uint32Array(0));
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constructor(
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gl: WebGLRenderingContext, capacity: number, buffer: ArrayBuffer, vertexBuffer: WebGLBuffer, indexBuffer: WebGLBuffer
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) {
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super(gl, capacity, buffer, vertexBuffer, indexBuffer, [
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{ name: 'position', size: 2 },
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{ name: 'texcoord0', size: 4 }, //, type: gl.UNSIGNED_SHORT },
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{ name: 'color', size: 4, type: gl.UNSIGNED_BYTE, normalized: true },
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{ name: 'color1', size: 4, type: gl.UNSIGNED_BYTE, normalized: true },
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]);
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}
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drawImage(
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type: number, color: number, palette: Palette | undefined,
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sx: number, sy: number, sw: number, sh: number, dx: number, dy: number, dw: number, dh: number
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) {
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if (this.capacity <= this.spritesCount) {
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this.flush();
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}
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this.index = pushQuad(
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this.vertices, //this.verticesUint32,
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this.transform, this.index, type, getColorFloat(color, this.globalAlpha),
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palette || this.defaultPalette, sx, sy, sw, sh, dx, dy, dw, dh,
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);
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this.spritesCount++;
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this.tris += 2;
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}
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drawRect(color: number, x: number, y: number, w: number, h: number) {
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if (w !== 0 && h !== 0) {
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if (this.capacity <= this.spritesCount) {
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this.flush();
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}
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const s = this.rectSprite || defaultRectSprite;
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this.index = pushQuad(
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this.vertices, //this.verticesUint32,
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this.transform, this.index, s.type, getColorFloat(color, this.globalAlpha),
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this.defaultPalette, s.x, s.y, s.w, s.h, x, y, w, h,
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);
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this.spritesCount++;
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this.tris += 2;
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}
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}
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drawSprite(s: Sprite, color: number, palette: Palette | undefined, x: number, y: number) {
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if (s.w !== 0 && s.h !== 0) {
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if (this.capacity <= this.spritesCount) {
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this.flush();
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}
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if (this.hasCrop) {
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const crop = this.cropRect;
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let sx = s.x;
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let sy = s.y;
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let w = s.w;
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let h = s.h;
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let dx = x + s.ox;
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let dy = y + s.oy;
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const cropX = crop.x; // - this.transform[4];
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const cropY = crop.y; // - this.transform[5];
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const shiftLeft = cropX - dx;
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const shiftTop = cropY - dy;
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const shiftRight = (dx + w) - (cropX + crop.w);
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const shiftBottom = (dy + h) - (cropY + crop.h);
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if (shiftLeft > 0) {
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sx += shiftLeft;
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dx += shiftLeft;
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w -= shiftLeft;
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}
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if (shiftRight > 0) {
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w -= shiftRight;
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}
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if (shiftTop > 0) {
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sy += shiftTop;
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dy += shiftTop;
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h -= shiftTop;
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}
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if (shiftBottom > 0) {
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h -= shiftBottom;
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}
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if (w > 0 && h > 0) {
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this.index = pushQuad(
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this.vertices, //this.verticesUint32,
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this.transform, this.index, s.type, getColorFloat(color, this.globalAlpha),
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palette || this.defaultPalette, sx, sy, w, h, dx, dy, w, h,
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);
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this.spritesCount++;
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this.tris += 2;
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}
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} else {
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this.index = pushQuad(
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this.vertices, //this.verticesUint32,
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this.transform, this.index, s.type, getColorFloat(color, this.globalAlpha),
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palette || this.defaultPalette, s.x, s.y, s.w, s.h, x + s.ox, y + s.oy, s.w, s.h,
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);
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this.spritesCount++;
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this.tris += 2;
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}
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}
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}
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}
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