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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-02 09:17:19 -04:00
OpenDiablo2/d2game/d2gamescene/select_hero_class.go

657 lines
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package d2gamescene
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import (
"image"
"image/color"
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"github.com/OpenDiablo2/OpenDiablo2/d2common"
dh "github.com/OpenDiablo2/OpenDiablo2/d2common"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2audio"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2gamestate"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2scene"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
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)
type HeroRenderInfo struct {
Stance d2enum.HeroStance
IdleSprite *d2ui.Sprite
IdleSelectedSprite *d2ui.Sprite
ForwardWalkSprite *d2ui.Sprite
ForwardWalkSpriteOverlay *d2ui.Sprite
SelectedSprite *d2ui.Sprite
SelectedSpriteOverlay *d2ui.Sprite
BackWalkSprite *d2ui.Sprite
BackWalkSpriteOverlay *d2ui.Sprite
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SelectionBounds image.Rectangle
SelectSfx d2audio.SoundEffect
DeselectSfx d2audio.SoundEffect
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}
func (hri *HeroRenderInfo) Advance(elapsed float64) {
advanceSprite(hri.IdleSprite, elapsed)
advanceSprite(hri.IdleSelectedSprite, elapsed)
advanceSprite(hri.ForwardWalkSprite, elapsed)
advanceSprite(hri.ForwardWalkSpriteOverlay, elapsed)
advanceSprite(hri.SelectedSprite, elapsed)
advanceSprite(hri.SelectedSpriteOverlay, elapsed)
advanceSprite(hri.BackWalkSprite, elapsed)
advanceSprite(hri.BackWalkSpriteOverlay, elapsed)
}
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type SelectHeroClass struct {
bgImage *d2ui.Sprite
campfire *d2ui.Sprite
headingLabel d2ui.Label
heroClassLabel d2ui.Label
heroDesc1Label d2ui.Label
heroDesc2Label d2ui.Label
heroDesc3Label d2ui.Label
heroNameTextbox d2ui.TextBox
heroNameLabel d2ui.Label
heroRenderInfo map[d2enum.Hero]*HeroRenderInfo
selectedHero d2enum.Hero
exitButton d2ui.Button
okButton d2ui.Button
expansionCheckbox d2ui.Checkbox
expansionCharLabel d2ui.Label
hardcoreCheckbox d2ui.Checkbox
hardcoreCharLabel d2ui.Label
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}
func CreateSelectHeroClass() *SelectHeroClass {
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result := &SelectHeroClass{
heroRenderInfo: make(map[d2enum.Hero]*HeroRenderInfo),
selectedHero: d2enum.HeroNone,
}
return result
}
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func (v *SelectHeroClass) OnLoad() error {
d2audio.PlayBGM(d2resource.BGMTitle)
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v.bgImage = loadSprite(d2resource.CharacterSelectBackground, d2resource.PaletteFechar)
v.bgImage.SetPosition(0, 0)
v.headingLabel = d2ui.CreateLabel(d2resource.Font30, d2resource.PaletteUnits)
fontWidth, _ := v.headingLabel.GetSize()
v.headingLabel.SetPosition(400-fontWidth/2, 17)
v.headingLabel.SetText("Select Hero Class")
v.headingLabel.Alignment = d2ui.LabelAlignCenter
v.heroClassLabel = d2ui.CreateLabel(d2resource.Font30, d2resource.PaletteUnits)
v.heroClassLabel.Alignment = d2ui.LabelAlignCenter
v.heroClassLabel.SetPosition(400, 65)
v.heroDesc1Label = d2ui.CreateLabel(d2resource.Font16, d2resource.PaletteUnits)
v.heroDesc1Label.Alignment = d2ui.LabelAlignCenter
v.heroDesc1Label.SetPosition(400, 100)
v.heroDesc2Label = d2ui.CreateLabel(d2resource.Font16, d2resource.PaletteUnits)
v.heroDesc2Label.Alignment = d2ui.LabelAlignCenter
v.heroDesc2Label.SetPosition(400, 115)
v.heroDesc3Label = d2ui.CreateLabel(d2resource.Font16, d2resource.PaletteUnits)
v.heroDesc3Label.Alignment = d2ui.LabelAlignCenter
v.heroDesc3Label.SetPosition(400, 130)
v.campfire = loadSprite(d2resource.CharacterSelectCampfire, d2resource.PaletteFechar)
v.campfire.SetPosition(380, 335)
v.campfire.PlayForward()
v.campfire.SetBlend(true)
v.exitButton = d2ui.CreateButton(d2ui.ButtonTypeMedium, d2common.TranslateString("#970"))
v.exitButton.SetPosition(33, 537)
v.exitButton.OnActivated(func() { v.onExitButtonClicked() })
d2ui.AddWidget(&v.exitButton)
v.okButton = d2ui.CreateButton(d2ui.ButtonTypeMedium, d2common.TranslateString("#971"))
v.okButton.SetPosition(630, 537)
v.okButton.OnActivated(func() { v.onOkButtonClicked() })
v.okButton.SetVisible(false)
v.okButton.SetEnabled(false)
d2ui.AddWidget(&v.okButton)
v.heroNameLabel = d2ui.CreateLabel(d2resource.Font16, d2resource.PaletteUnits)
v.heroNameLabel.Alignment = d2ui.LabelAlignLeft
v.heroNameLabel.Color = color.RGBA{R: 216, G: 196, B: 128, A: 255}
v.heroNameLabel.SetText(d2common.TranslateString("#1694"))
v.heroNameLabel.SetPosition(321, 475)
v.heroNameTextbox = d2ui.CreateTextbox()
v.heroNameTextbox.SetPosition(318, 493)
v.heroNameTextbox.SetVisible(false)
d2ui.AddWidget(&v.heroNameTextbox)
v.expansionCheckbox = d2ui.CreateCheckbox(true)
v.expansionCheckbox.SetPosition(318, 526)
v.expansionCheckbox.SetVisible(false)
d2ui.AddWidget(&v.expansionCheckbox)
v.expansionCharLabel = d2ui.CreateLabel(d2resource.Font16, d2resource.PaletteUnits)
v.expansionCharLabel.Alignment = d2ui.LabelAlignLeft
v.expansionCharLabel.Color = color.RGBA{R: 216, G: 196, B: 128, A: 255}
v.expansionCharLabel.SetText(d2common.TranslateString("#803"))
v.expansionCharLabel.SetPosition(339, 526)
v.hardcoreCheckbox = d2ui.CreateCheckbox(false)
v.hardcoreCheckbox.SetPosition(318, 548)
v.hardcoreCheckbox.SetVisible(false)
d2ui.AddWidget(&v.hardcoreCheckbox)
v.hardcoreCharLabel = d2ui.CreateLabel(d2resource.Font16, d2resource.PaletteUnits)
v.hardcoreCharLabel.Alignment = d2ui.LabelAlignLeft
v.hardcoreCharLabel.Color = color.RGBA{R: 216, G: 196, B: 128, A: 255}
v.hardcoreCharLabel.SetText(d2common.TranslateString("#1696"))
v.hardcoreCharLabel.SetPosition(339, 548)
v.heroRenderInfo[d2enum.HeroBarbarian] = &HeroRenderInfo{
d2enum.HeroStanceIdle,
loadSprite(d2resource.CharacterSelectBarbarianUnselected, d2resource.PaletteFechar),
loadSprite(d2resource.CharacterSelectBarbarianUnselectedH, d2resource.PaletteFechar),
loadSprite(d2resource.CharacterSelectBarbarianForwardWalk, d2resource.PaletteFechar),
loadSprite(d2resource.CharacterSelectBarbarianForwardWalkOverlay, d2resource.PaletteFechar),
loadSprite(d2resource.CharacterSelectBarbarianSelected, d2resource.PaletteFechar),
nil,
loadSprite(d2resource.CharacterSelectBarbarianBackWalk, d2resource.PaletteFechar),
nil,
image.Rectangle{Min: image.Point{X: 364, Y: 201}, Max: image.Point{X: 90, Y: 170}},
loadSoundEffect(d2resource.SFXBarbarianSelect),
loadSoundEffect(d2resource.SFXBarbarianDeselect),
}
v.heroRenderInfo[d2enum.HeroBarbarian].IdleSprite.SetPosition(400, 330)
v.heroRenderInfo[d2enum.HeroBarbarian].IdleSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroBarbarian].IdleSelectedSprite.SetPosition(400, 330)
v.heroRenderInfo[d2enum.HeroBarbarian].IdleSelectedSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroBarbarian].ForwardWalkSprite.SetPosition(400, 330)
v.heroRenderInfo[d2enum.HeroBarbarian].ForwardWalkSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroBarbarian].ForwardWalkSprite.SetPlayLengthMs(2500)
v.heroRenderInfo[d2enum.HeroBarbarian].ForwardWalkSprite.SetPlayLoop(false)
v.heroRenderInfo[d2enum.HeroBarbarian].ForwardWalkSpriteOverlay.SetPosition(400, 330)
v.heroRenderInfo[d2enum.HeroBarbarian].ForwardWalkSpriteOverlay.PlayForward()
v.heroRenderInfo[d2enum.HeroBarbarian].ForwardWalkSpriteOverlay.SetPlayLengthMs(2500)
v.heroRenderInfo[d2enum.HeroBarbarian].ForwardWalkSpriteOverlay.SetPlayLoop(false)
v.heroRenderInfo[d2enum.HeroBarbarian].SelectedSprite.SetPosition(400, 330)
v.heroRenderInfo[d2enum.HeroBarbarian].SelectedSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroBarbarian].BackWalkSprite.SetPosition(400, 330)
v.heroRenderInfo[d2enum.HeroBarbarian].BackWalkSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroBarbarian].BackWalkSprite.SetPlayLengthMs(1000)
v.heroRenderInfo[d2enum.HeroBarbarian].BackWalkSprite.SetPlayLoop(false)
v.heroRenderInfo[d2enum.HeroSorceress] = &HeroRenderInfo{
d2enum.HeroStanceIdle,
loadSprite(d2resource.CharacterSelecSorceressUnselected, d2resource.PaletteFechar),
loadSprite(d2resource.CharacterSelecSorceressUnselectedH, d2resource.PaletteFechar),
loadSprite(d2resource.CharacterSelecSorceressForwardWalk, d2resource.PaletteFechar),
loadSprite(d2resource.CharacterSelecSorceressForwardWalkOverlay, d2resource.PaletteFechar),
loadSprite(d2resource.CharacterSelecSorceressSelected, d2resource.PaletteFechar),
loadSprite(d2resource.CharacterSelecSorceressSelectedOverlay, d2resource.PaletteFechar),
loadSprite(d2resource.CharacterSelecSorceressBackWalk, d2resource.PaletteFechar),
loadSprite(d2resource.CharacterSelecSorceressBackWalkOverlay, d2resource.PaletteFechar),
image.Rectangle{Min: image.Point{X: 580, Y: 240}, Max: image.Point{X: 65, Y: 160}},
loadSoundEffect(d2resource.SFXSorceressSelect),
loadSoundEffect(d2resource.SFXSorceressDeselect),
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}
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v.heroRenderInfo[d2enum.HeroSorceress].IdleSprite.SetPosition(626, 352)
v.heroRenderInfo[d2enum.HeroSorceress].IdleSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroSorceress].IdleSprite.SetPlayLengthMs(2500)
v.heroRenderInfo[d2enum.HeroSorceress].IdleSelectedSprite.SetPosition(626, 352)
v.heroRenderInfo[d2enum.HeroSorceress].IdleSelectedSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroSorceress].IdleSelectedSprite.SetPlayLengthMs(2500)
v.heroRenderInfo[d2enum.HeroSorceress].ForwardWalkSprite.SetPosition(626, 352)
v.heroRenderInfo[d2enum.HeroSorceress].ForwardWalkSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroSorceress].ForwardWalkSprite.SetPlayLengthMs(2300)
v.heroRenderInfo[d2enum.HeroSorceress].ForwardWalkSprite.SetPlayLoop(false)
v.heroRenderInfo[d2enum.HeroSorceress].ForwardWalkSpriteOverlay.SetBlend(true)
v.heroRenderInfo[d2enum.HeroSorceress].ForwardWalkSpriteOverlay.SetPosition(626, 352)
v.heroRenderInfo[d2enum.HeroSorceress].ForwardWalkSpriteOverlay.PlayForward()
v.heroRenderInfo[d2enum.HeroSorceress].ForwardWalkSpriteOverlay.SetPlayLengthMs(2300)
v.heroRenderInfo[d2enum.HeroSorceress].ForwardWalkSpriteOverlay.SetPlayLoop(false)
v.heroRenderInfo[d2enum.HeroSorceress].SelectedSprite.SetPosition(626, 352)
v.heroRenderInfo[d2enum.HeroSorceress].SelectedSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroSorceress].SelectedSprite.SetPlayLengthMs(450)
v.heroRenderInfo[d2enum.HeroSorceress].SelectedSpriteOverlay.SetBlend(true)
v.heroRenderInfo[d2enum.HeroSorceress].SelectedSpriteOverlay.SetPosition(626, 352)
v.heroRenderInfo[d2enum.HeroSorceress].SelectedSpriteOverlay.PlayForward()
v.heroRenderInfo[d2enum.HeroSorceress].SelectedSpriteOverlay.SetPlayLengthMs(450)
v.heroRenderInfo[d2enum.HeroSorceress].BackWalkSprite.SetPosition(626, 352)
v.heroRenderInfo[d2enum.HeroSorceress].BackWalkSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroSorceress].BackWalkSprite.SetPlayLengthMs(1200)
v.heroRenderInfo[d2enum.HeroSorceress].BackWalkSprite.SetPlayLoop(false)
v.heroRenderInfo[d2enum.HeroSorceress].BackWalkSpriteOverlay.SetBlend(true)
v.heroRenderInfo[d2enum.HeroSorceress].BackWalkSpriteOverlay.SetPosition(626, 352)
v.heroRenderInfo[d2enum.HeroSorceress].BackWalkSpriteOverlay.PlayForward()
v.heroRenderInfo[d2enum.HeroSorceress].BackWalkSpriteOverlay.SetPlayLengthMs(1200)
v.heroRenderInfo[d2enum.HeroSorceress].BackWalkSpriteOverlay.SetPlayLoop(false)
v.heroRenderInfo[d2enum.HeroNecromancer] = &HeroRenderInfo{
d2enum.HeroStanceIdle,
loadSprite(d2resource.CharacterSelectNecromancerUnselected, d2resource.PaletteFechar),
loadSprite(d2resource.CharacterSelectNecromancerUnselectedH, d2resource.PaletteFechar),
loadSprite(d2resource.CharacterSelecNecromancerForwardWalk, d2resource.PaletteFechar),
loadSprite(d2resource.CharacterSelecNecromancerForwardWalkOverlay, d2resource.PaletteFechar),
loadSprite(d2resource.CharacterSelecNecromancerSelected, d2resource.PaletteFechar),
loadSprite(d2resource.CharacterSelecNecromancerSelectedOverlay, d2resource.PaletteFechar),
loadSprite(d2resource.CharacterSelecNecromancerBackWalk, d2resource.PaletteFechar),
loadSprite(d2resource.CharacterSelecNecromancerBackWalkOverlay, d2resource.PaletteFechar),
image.Rectangle{Min: image.Point{X: 265, Y: 220}, Max: image.Point{X: 55, Y: 175}},
loadSoundEffect(d2resource.SFXNecromancerSelect),
loadSoundEffect(d2resource.SFXNecromancerDeselect),
}
v.heroRenderInfo[d2enum.HeroNecromancer].IdleSprite.SetPosition(300, 335)
v.heroRenderInfo[d2enum.HeroNecromancer].IdleSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroNecromancer].IdleSprite.SetPlayLengthMs(1200)
v.heroRenderInfo[d2enum.HeroNecromancer].IdleSelectedSprite.SetPosition(300, 335)
v.heroRenderInfo[d2enum.HeroNecromancer].IdleSelectedSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroNecromancer].IdleSelectedSprite.SetPlayLengthMs(1200)
v.heroRenderInfo[d2enum.HeroNecromancer].ForwardWalkSprite.SetPosition(300, 335)
v.heroRenderInfo[d2enum.HeroNecromancer].ForwardWalkSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroNecromancer].ForwardWalkSprite.SetPlayLengthMs(2000)
v.heroRenderInfo[d2enum.HeroNecromancer].ForwardWalkSprite.SetPlayLoop(false)
v.heroRenderInfo[d2enum.HeroNecromancer].ForwardWalkSpriteOverlay.SetBlend(true)
v.heroRenderInfo[d2enum.HeroNecromancer].ForwardWalkSpriteOverlay.SetPosition(300, 335)
v.heroRenderInfo[d2enum.HeroNecromancer].ForwardWalkSpriteOverlay.PlayForward()
v.heroRenderInfo[d2enum.HeroNecromancer].ForwardWalkSpriteOverlay.SetPlayLengthMs(2000)
v.heroRenderInfo[d2enum.HeroNecromancer].ForwardWalkSpriteOverlay.SetPlayLoop(false)
v.heroRenderInfo[d2enum.HeroNecromancer].SelectedSprite.SetPosition(300, 335)
v.heroRenderInfo[d2enum.HeroNecromancer].SelectedSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroNecromancer].SelectedSpriteOverlay.SetBlend(true)
v.heroRenderInfo[d2enum.HeroNecromancer].SelectedSpriteOverlay.SetPosition(300, 335)
v.heroRenderInfo[d2enum.HeroNecromancer].SelectedSpriteOverlay.PlayForward()
v.heroRenderInfo[d2enum.HeroNecromancer].BackWalkSprite.SetPosition(300, 335)
v.heroRenderInfo[d2enum.HeroNecromancer].BackWalkSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroNecromancer].BackWalkSprite.SetPlayLengthMs(1500)
v.heroRenderInfo[d2enum.HeroNecromancer].BackWalkSprite.SetPlayLoop(false)
v.heroRenderInfo[d2enum.HeroNecromancer].BackWalkSpriteOverlay.SetBlend(true)
v.heroRenderInfo[d2enum.HeroNecromancer].BackWalkSpriteOverlay.SetPosition(300, 335)
v.heroRenderInfo[d2enum.HeroNecromancer].BackWalkSpriteOverlay.PlayForward()
v.heroRenderInfo[d2enum.HeroNecromancer].BackWalkSpriteOverlay.SetPlayLengthMs(1500)
v.heroRenderInfo[d2enum.HeroNecromancer].BackWalkSpriteOverlay.SetPlayLoop(false)
v.heroRenderInfo[d2enum.HeroPaladin] = &HeroRenderInfo{
d2enum.HeroStanceIdle,
loadSprite(d2resource.CharacterSelectPaladinUnselected, d2resource.PaletteFechar),
loadSprite(d2resource.CharacterSelectPaladinUnselectedH, d2resource.PaletteFechar),
loadSprite(d2resource.CharacterSelecPaladinForwardWalk, d2resource.PaletteFechar),
loadSprite(d2resource.CharacterSelecPaladinForwardWalkOverlay, d2resource.PaletteFechar),
loadSprite(d2resource.CharacterSelecPaladinSelected, d2resource.PaletteFechar),
nil,
loadSprite(d2resource.CharacterSelecPaladinBackWalk, d2resource.PaletteFechar),
nil,
image.Rectangle{Min: image.Point{X: 490, Y: 210}, Max: image.Point{X: 65, Y: 180}},
loadSoundEffect(d2resource.SFXPaladinSelect),
loadSoundEffect(d2resource.SFXPaladinDeselect),
}
v.heroRenderInfo[d2enum.HeroPaladin].IdleSprite.SetPosition(521, 338)
v.heroRenderInfo[d2enum.HeroPaladin].IdleSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroPaladin].IdleSprite.SetPlayLengthMs(2500)
v.heroRenderInfo[d2enum.HeroPaladin].IdleSelectedSprite.SetPosition(521, 338)
v.heroRenderInfo[d2enum.HeroPaladin].IdleSelectedSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroPaladin].IdleSelectedSprite.SetPlayLengthMs(2500)
v.heroRenderInfo[d2enum.HeroPaladin].ForwardWalkSprite.SetPosition(521, 338)
v.heroRenderInfo[d2enum.HeroPaladin].ForwardWalkSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroPaladin].ForwardWalkSprite.SetPlayLengthMs(3400)
v.heroRenderInfo[d2enum.HeroPaladin].ForwardWalkSprite.SetPlayLoop(false)
v.heroRenderInfo[d2enum.HeroPaladin].ForwardWalkSpriteOverlay.SetPosition(521, 338)
v.heroRenderInfo[d2enum.HeroPaladin].ForwardWalkSpriteOverlay.PlayForward()
v.heroRenderInfo[d2enum.HeroPaladin].ForwardWalkSpriteOverlay.SetPlayLengthMs(3400)
v.heroRenderInfo[d2enum.HeroPaladin].ForwardWalkSpriteOverlay.SetPlayLoop(false)
v.heroRenderInfo[d2enum.HeroPaladin].SelectedSprite.SetPosition(521, 338)
v.heroRenderInfo[d2enum.HeroPaladin].SelectedSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroPaladin].SelectedSprite.SetPlayLengthMs(650)
v.heroRenderInfo[d2enum.HeroPaladin].BackWalkSprite.SetPosition(521, 338)
v.heroRenderInfo[d2enum.HeroPaladin].BackWalkSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroPaladin].BackWalkSprite.SetPlayLengthMs(1300)
v.heroRenderInfo[d2enum.HeroPaladin].BackWalkSprite.SetPlayLoop(false)
v.heroRenderInfo[d2enum.HeroAmazon] = &HeroRenderInfo{
d2enum.HeroStanceIdle,
loadSprite(d2resource.CharacterSelectAmazonUnselected, d2resource.PaletteFechar),
loadSprite(d2resource.CharacterSelectAmazonUnselectedH, d2resource.PaletteFechar),
loadSprite(d2resource.CharacterSelecAmazonForwardWalk, d2resource.PaletteFechar),
nil,
loadSprite(d2resource.CharacterSelecAmazonSelected, d2resource.PaletteFechar),
nil,
loadSprite(d2resource.CharacterSelecAmazonBackWalk, d2resource.PaletteFechar),
nil,
image.Rectangle{Min: image.Point{X: 70, Y: 220}, Max: image.Point{X: 55, Y: 200}},
loadSoundEffect(d2resource.SFXAmazonSelect),
loadSoundEffect(d2resource.SFXAmazonDeselect),
}
v.heroRenderInfo[d2enum.HeroAmazon].IdleSprite.SetPosition(100, 339)
v.heroRenderInfo[d2enum.HeroAmazon].IdleSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroAmazon].IdleSprite.SetPlayLengthMs(2500)
v.heroRenderInfo[d2enum.HeroAmazon].IdleSelectedSprite.SetPosition(100, 339)
v.heroRenderInfo[d2enum.HeroAmazon].IdleSelectedSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroAmazon].IdleSelectedSprite.SetPlayLengthMs(2500)
v.heroRenderInfo[d2enum.HeroAmazon].ForwardWalkSprite.SetPosition(100, 339)
v.heroRenderInfo[d2enum.HeroAmazon].ForwardWalkSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroAmazon].ForwardWalkSprite.SetPlayLengthMs(2200)
v.heroRenderInfo[d2enum.HeroAmazon].ForwardWalkSprite.SetPlayLoop(false)
v.heroRenderInfo[d2enum.HeroAmazon].SelectedSprite.SetPosition(100, 339)
v.heroRenderInfo[d2enum.HeroAmazon].SelectedSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroAmazon].SelectedSprite.SetPlayLengthMs(1350)
v.heroRenderInfo[d2enum.HeroAmazon].BackWalkSprite.SetPosition(100, 339)
v.heroRenderInfo[d2enum.HeroAmazon].BackWalkSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroAmazon].BackWalkSprite.SetPlayLengthMs(1500)
v.heroRenderInfo[d2enum.HeroAmazon].BackWalkSprite.SetPlayLoop(false)
v.heroRenderInfo[d2enum.HeroAssassin] = &HeroRenderInfo{
d2enum.HeroStanceIdle,
loadSprite(d2resource.CharacterSelectAssassinUnselected, d2resource.PaletteFechar),
loadSprite(d2resource.CharacterSelectAssassinUnselectedH, d2resource.PaletteFechar),
loadSprite(d2resource.CharacterSelectAssassinForwardWalk, d2resource.PaletteFechar),
nil,
loadSprite(d2resource.CharacterSelectAssassinSelected, d2resource.PaletteFechar),
nil,
loadSprite(d2resource.CharacterSelectAssassinBackWalk, d2resource.PaletteFechar),
nil,
image.Rectangle{Min: image.Point{X: 175, Y: 235}, Max: image.Point{X: 50, Y: 180}},
loadSoundEffect(d2resource.SFXAssassinSelect),
loadSoundEffect(d2resource.SFXAssassinDeselect),
}
v.heroRenderInfo[d2enum.HeroAssassin].IdleSprite.SetPosition(231, 365)
v.heroRenderInfo[d2enum.HeroAssassin].IdleSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroAssassin].IdleSprite.SetPlayLengthMs(2500)
v.heroRenderInfo[d2enum.HeroAssassin].IdleSelectedSprite.SetPosition(231, 365)
v.heroRenderInfo[d2enum.HeroAssassin].IdleSelectedSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroAssassin].IdleSelectedSprite.SetPlayLengthMs(2500)
v.heroRenderInfo[d2enum.HeroAssassin].ForwardWalkSprite.SetPosition(231, 365)
v.heroRenderInfo[d2enum.HeroAssassin].ForwardWalkSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroAssassin].ForwardWalkSprite.SetPlayLengthMs(3800)
v.heroRenderInfo[d2enum.HeroAssassin].ForwardWalkSprite.SetPlayLoop(false)
v.heroRenderInfo[d2enum.HeroAssassin].SelectedSprite.SetPosition(231, 365)
v.heroRenderInfo[d2enum.HeroAssassin].SelectedSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroAssassin].SelectedSprite.SetPlayLengthMs(2500)
v.heroRenderInfo[d2enum.HeroAssassin].BackWalkSprite.SetPosition(231, 365)
v.heroRenderInfo[d2enum.HeroAssassin].BackWalkSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroAssassin].BackWalkSprite.SetPlayLengthMs(1500)
v.heroRenderInfo[d2enum.HeroAssassin].BackWalkSprite.SetPlayLoop(false)
v.heroRenderInfo[d2enum.HeroDruid] = &HeroRenderInfo{
d2enum.HeroStanceIdle,
loadSprite(d2resource.CharacterSelectDruidUnselected, d2resource.PaletteFechar),
loadSprite(d2resource.CharacterSelectDruidUnselectedH, d2resource.PaletteFechar),
loadSprite(d2resource.CharacterSelectDruidForwardWalk, d2resource.PaletteFechar),
nil,
loadSprite(d2resource.CharacterSelectDruidSelected, d2resource.PaletteFechar),
nil,
loadSprite(d2resource.CharacterSelectDruidBackWalk, d2resource.PaletteFechar),
nil,
image.Rectangle{Min: image.Point{X: 680, Y: 220}, Max: image.Point{X: 70, Y: 195}},
loadSoundEffect(d2resource.SFXDruidSelect),
loadSoundEffect(d2resource.SFXDruidDeselect),
}
v.heroRenderInfo[d2enum.HeroDruid].IdleSprite.SetPosition(720, 370)
v.heroRenderInfo[d2enum.HeroDruid].IdleSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroDruid].IdleSprite.SetPlayLengthMs(1500)
v.heroRenderInfo[d2enum.HeroDruid].IdleSelectedSprite.SetPosition(720, 370)
v.heroRenderInfo[d2enum.HeroDruid].IdleSelectedSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroDruid].IdleSelectedSprite.SetPlayLengthMs(1500)
v.heroRenderInfo[d2enum.HeroDruid].ForwardWalkSprite.SetPosition(720, 370)
v.heroRenderInfo[d2enum.HeroDruid].ForwardWalkSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroDruid].ForwardWalkSprite.SetPlayLengthMs(4800)
v.heroRenderInfo[d2enum.HeroDruid].ForwardWalkSprite.SetPlayLoop(false)
v.heroRenderInfo[d2enum.HeroDruid].SelectedSprite.SetPosition(720, 370)
v.heroRenderInfo[d2enum.HeroDruid].SelectedSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroDruid].SelectedSprite.SetPlayLengthMs(1500)
v.heroRenderInfo[d2enum.HeroDruid].BackWalkSprite.SetPosition(720, 370)
v.heroRenderInfo[d2enum.HeroDruid].BackWalkSprite.PlayForward()
v.heroRenderInfo[d2enum.HeroDruid].BackWalkSprite.SetPlayLengthMs(1500)
v.heroRenderInfo[d2enum.HeroDruid].BackWalkSprite.SetPlayLoop(false)
return nil
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}
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func (v *SelectHeroClass) OnUnload() error {
for i := range v.heroRenderInfo {
v.heroRenderInfo[i].SelectSfx.Stop()
v.heroRenderInfo[i].DeselectSfx.Stop()
}
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v.heroRenderInfo = nil
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return nil
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}
func (v SelectHeroClass) onExitButtonClicked() {
d2scene.SetNextScene(CreateCharacterSelect())
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}
func (v SelectHeroClass) onOkButtonClicked() {
gameState := d2gamestate.CreateGameState(v.heroNameTextbox.GetText(), v.selectedHero, v.hardcoreCheckbox.GetCheckState())
d2scene.SetNextScene(CreateGame(gameState))
}
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func (v *SelectHeroClass) Render(screen d2render.Surface) error {
v.bgImage.RenderSegmented(screen, 4, 3, 0)
v.headingLabel.Render(screen)
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if v.selectedHero != d2enum.HeroNone {
v.heroClassLabel.Render(screen)
v.heroDesc1Label.Render(screen)
v.heroDesc2Label.Render(screen)
v.heroDesc3Label.Render(screen)
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}
for heroClass, heroInfo := range v.heroRenderInfo {
if heroInfo.Stance == d2enum.HeroStanceIdle || heroInfo.Stance == d2enum.HeroStanceIdleSelected {
v.renderHero(screen, heroClass)
}
}
for heroClass, heroInfo := range v.heroRenderInfo {
if heroInfo.Stance != d2enum.HeroStanceIdle && heroInfo.Stance != d2enum.HeroStanceIdleSelected {
v.renderHero(screen, heroClass)
}
}
v.campfire.Render(screen)
if v.heroNameTextbox.GetVisible() {
v.heroNameLabel.Render(screen)
v.expansionCharLabel.Render(screen)
v.hardcoreCharLabel.Render(screen)
}
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return nil
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}
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func (v *SelectHeroClass) Advance(tickTime float64) error {
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canSelect := true
v.campfire.Advance(tickTime)
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for _, info := range v.heroRenderInfo {
info.Advance(tickTime)
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if info.Stance != d2enum.HeroStanceIdle && info.Stance != d2enum.HeroStanceIdleSelected && info.Stance != d2enum.HeroStanceSelected {
canSelect = false
}
}
allIdle := true
for heroType, data := range v.heroRenderInfo {
if allIdle && data.Stance != d2enum.HeroStanceIdle {
allIdle = false
}
v.updateHeroSelectionHover(heroType, canSelect)
}
if v.selectedHero != d2enum.HeroNone && allIdle {
v.selectedHero = d2enum.HeroNone
}
v.heroNameTextbox.Update()
v.okButton.SetEnabled(len(v.heroNameTextbox.GetText()) >= 2)
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return nil
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}
func (v *SelectHeroClass) updateHeroSelectionHover(hero d2enum.Hero, canSelect bool) {
renderInfo := v.heroRenderInfo[hero]
switch renderInfo.Stance {
case d2enum.HeroStanceApproaching:
if renderInfo.ForwardWalkSprite.IsOnLastFrame() {
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renderInfo.Stance = d2enum.HeroStanceSelected
setSpriteToFirstFrame(renderInfo.SelectedSprite)
setSpriteToFirstFrame(renderInfo.SelectedSpriteOverlay)
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}
return
case d2enum.HeroStanceRetreating:
if renderInfo.BackWalkSprite.IsOnLastFrame() {
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renderInfo.Stance = d2enum.HeroStanceIdle
setSpriteToFirstFrame(renderInfo.IdleSprite)
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}
return
}
if !canSelect {
return
}
if renderInfo.Stance == d2enum.HeroStanceSelected {
return
}
mouseX := d2ui.CursorX
mouseY := d2ui.CursorY
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b := renderInfo.SelectionBounds
mouseHover := (mouseX >= b.Min.X) && (mouseX <= b.Min.X+b.Max.X) && (mouseY >= b.Min.Y) && (mouseY <= b.Min.Y+b.Max.Y)
if mouseHover && d2ui.CursorButtonPressed(d2ui.CursorButtonLeft) {
v.heroNameTextbox.SetVisible(true)
v.okButton.SetVisible(true)
v.expansionCheckbox.SetVisible(true)
v.hardcoreCheckbox.SetVisible(true)
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renderInfo.Stance = d2enum.HeroStanceApproaching
setSpriteToFirstFrame(renderInfo.ForwardWalkSprite)
setSpriteToFirstFrame(renderInfo.ForwardWalkSpriteOverlay)
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for _, heroInfo := range v.heroRenderInfo {
if heroInfo.Stance != d2enum.HeroStanceSelected {
continue
}
heroInfo.SelectSfx.Stop()
heroInfo.DeselectSfx.Play()
heroInfo.Stance = d2enum.HeroStanceRetreating
setSpriteToFirstFrame(heroInfo.BackWalkSprite)
setSpriteToFirstFrame(heroInfo.BackWalkSpriteOverlay)
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}
v.selectedHero = hero
v.updateHeroText()
renderInfo.SelectSfx.Play()
return
}
if mouseHover && renderInfo.Stance != d2enum.HeroStanceIdleSelected {
renderInfo.IdleSelectedSprite.SetCurrentFrame(renderInfo.IdleSprite.GetCurrentFrame())
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renderInfo.Stance = d2enum.HeroStanceIdleSelected
} else if !mouseHover && renderInfo.Stance != d2enum.HeroStanceIdle {
renderInfo.IdleSprite.SetCurrentFrame(renderInfo.IdleSelectedSprite.GetCurrentFrame())
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renderInfo.Stance = d2enum.HeroStanceIdle
}
if v.selectedHero == d2enum.HeroNone && mouseHover {
v.selectedHero = hero
v.updateHeroText()
}
}
func (v *SelectHeroClass) renderHero(screen d2render.Surface, hero d2enum.Hero) {
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renderInfo := v.heroRenderInfo[hero]
switch renderInfo.Stance {
case d2enum.HeroStanceIdle:
drawSprite(renderInfo.IdleSprite, screen)
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case d2enum.HeroStanceIdleSelected:
drawSprite(renderInfo.IdleSelectedSprite, screen)
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case d2enum.HeroStanceApproaching:
drawSprite(renderInfo.ForwardWalkSprite, screen)
drawSprite(renderInfo.ForwardWalkSpriteOverlay, screen)
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case d2enum.HeroStanceSelected:
drawSprite(renderInfo.SelectedSprite, screen)
drawSprite(renderInfo.SelectedSpriteOverlay, screen)
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case d2enum.HeroStanceRetreating:
drawSprite(renderInfo.BackWalkSprite, screen)
drawSprite(renderInfo.BackWalkSpriteOverlay, screen)
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}
}
func (v *SelectHeroClass) updateHeroText() {
switch v.selectedHero {
case d2enum.HeroNone:
return
case d2enum.HeroBarbarian:
v.heroClassLabel.SetText(d2common.TranslateString("partycharbar"))
v.setDescLabels("#1709")
case d2enum.HeroNecromancer:
v.heroClassLabel.SetText(d2common.TranslateString("partycharnec"))
v.setDescLabels("#1704")
case d2enum.HeroPaladin:
v.heroClassLabel.SetText(d2common.TranslateString("partycharpal"))
v.setDescLabels("#1711")
case d2enum.HeroAssassin:
v.heroClassLabel.SetText(d2common.TranslateString("partycharass"))
v.setDescLabels("#305")
case d2enum.HeroSorceress:
v.heroClassLabel.SetText(d2common.TranslateString("partycharsor"))
v.setDescLabels("#1710")
case d2enum.HeroAmazon:
v.heroClassLabel.SetText(d2common.TranslateString("partycharama"))
v.setDescLabels("#1698")
case d2enum.HeroDruid:
v.heroClassLabel.SetText(d2common.TranslateString("partychardru"))
v.setDescLabels("#304")
}
/*
if (selectedHero == null)
return;
switch (selectedHero.Value)
{
}
heroClassLabel.Location = new Point(400 - (heroClassLabel.TextArea.Width / 2), 65);
heroDesc1Label.Location = new Point(400 - (heroDesc1Label.TextArea.Width / 2), 100);
heroDesc2Label.Location = new Point(400 - (heroDesc2Label.TextArea.Width / 2), 115);
heroDesc3Label.Location = new Point(400 - (heroDesc3Label.TextArea.Width / 2), 130);
*/
}
func (v *SelectHeroClass) setDescLabels(descKey string) {
heroDesc := d2common.TranslateString(descKey)
parts := dh.SplitIntoLinesWithMaxWidth(heroDesc, 37)
if len(parts) > 1 {
v.heroDesc1Label.SetText(parts[0])
} else {
v.heroDesc1Label.SetText("")
}
if len(parts) > 1 {
v.heroDesc2Label.SetText(parts[1])
} else {
v.heroDesc2Label.SetText("")
}
if len(parts) > 2 {
v.heroDesc3Label.SetText(parts[2])
} else {
v.heroDesc3Label.SetText("")
}
}
func setSpriteToFirstFrame(sprite *d2ui.Sprite) {
if sprite != nil {
sprite.Rewind()
}
}
func drawSprite(sprite *d2ui.Sprite, target d2render.Surface) {
if sprite != nil {
sprite.Render(target)
}
}
func advanceSprite(sprite *d2ui.Sprite, elapsed float64) {
if sprite != nil {
sprite.Advance(elapsed)
}
}
func loadSprite(animationPath, palettePath string) *d2ui.Sprite {
animation, _ := d2asset.LoadAnimation(animationPath, palettePath)
sprite, _ := d2ui.LoadSprite(animation)
return sprite
}
func loadSoundEffect(sfx string) d2audio.SoundEffect {
result, _ := d2audio.LoadSoundEffect(sfx)
return result
}