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GraphicsComponent = require("ecs.graphics")
sprites = require("sprites")

geom_fac = {
	{-1, -1, 1},
	{-1, 1, 1},
	{-1, -1, 1},
	{1, 1, 1},
	{1, -1, 1},
	{-1, -1, 1}
}

class PlayerGraphicComponent extends GraphicsComponent
	@player_size = 0.25
	@static = false
	--new: (name, properties) =>
		--print("New PlayerGraphicsComponenet, super is", @@__init)
		--print("But graphicsComponent's __init is:", GraphicsComponent.__init)
		--GraphicsComponent.__init(@, name, properties)
		--super(name, properties)
	tris: () ->
		2
	populate_buf: (geom_view, uv_view, offset) =>
		@playerbuf = geom_view
		h = @@player_size / 2
		for i, set in ipairs(geom_fac)
			geom_view[i] = vec3(h*set[1], h*set[2], h*set[3])
		uv = sprites.player_normal
		uv_view[1] = vec2(uv.s1,uv.t1)
		uv_view[2] = vec2(uv.s1,uv.t2)
		uv_view[3] = vec2(uv.s2,uv.t2)
		uv_view[4] = vec2(uv.s2,uv.t2)
		uv_view[5] = vec2(uv.s2,uv.t1)
		uv_view[6] = vec2(uv.s1,uv.t1)
	join: (entity) =>
		super(entity)
		aspect = win.width / win.height
		-- inject nodes into the scene graph
		program = @.node("use_program")
		pred_component = entity\get("pred")
		graphic = entity\get("graphic")
		@node\remove(program)
		@node\append(am.blend("alpha")\append(am.depth_test("less", true)\append(program)))
		@node\action(() =>
			pred_loc = pred_component.properties.pos
			graphic\move(pred_loc.x, pred_loc.y)
		)
		--@.node("bind").highlight = color.am_color.black
	move: (x,y) =>
		assert(x, "x required")
		assert(y, "y required")
		world.level.move_lamp(@lamp, x + @lamp_offset.x, y + @lamp_offset.y)
		h = @@player_size / 2
		z = 0.5
		@playerbuf[1] = vec3(x-h,y-h,z)
		@playerbuf[2] = vec3(x-h,y+h,z)
		@playerbuf[3] = vec3(x+h,y+h,z)
		@playerbuf[4] = vec3(x+h,y+h,z)
		@playerbuf[5] = vec3(x+h,y-h,z)
		@playerbuf[6] = vec3(x-h,y-h,z)
		--print("Move called", @playerbuf[1])
	face: (direction) =>
		--print("direction",direction)
		@.node("bind").rot = (direction ) % (math.pi * 2)

PlayerGraphicComponent