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OpenDiablo2/d2render/sprite.go

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package d2render
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import (
"encoding/binary"
"image/color"
"log"
"sync"
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"github.com/OpenDiablo2/D2Shared/d2helper"
"github.com/OpenDiablo2/OpenDiablo2/d2corehelper"
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"github.com/OpenDiablo2/D2Shared/d2data/d2datadict"
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"github.com/hajimehoshi/ebiten"
)
// Sprite represents a type of object in D2 that is comprised of one or more frames and directions
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type Sprite struct {
Directions uint32
FramesPerDirection uint32
Frames []SpriteFrame
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SpecialFrameTime int
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AnimateBackwards bool // Because why not
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StopOnLastFrame bool
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X, Y int
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Frame, Direction int16
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Blend bool
LastFrameTime float64
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Animate bool
ColorMod color.Color
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valid bool
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}
// SpriteFrame represents a single frame of a sprite
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type SpriteFrame struct {
Flip uint32
Width uint32
Height uint32
OffsetX int32
OffsetY int32
Unknown uint32
NextBlock uint32
Length uint32
ImageData []int16
FrameData []byte
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Image *ebiten.Image
}
// CreateSprite creates an instance of a sprite
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func CreateSprite(data []byte, palette d2datadict.PaletteRec) Sprite {
result := Sprite{
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X: 50,
Y: 50,
Frame: 0,
Direction: 0,
Blend: false,
ColorMod: nil,
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Directions: binary.LittleEndian.Uint32(data[16:20]),
FramesPerDirection: binary.LittleEndian.Uint32(data[20:24]),
Animate: false,
LastFrameTime: d2helper.Now(),
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SpecialFrameTime: -1,
StopOnLastFrame: false,
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valid: false,
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AnimateBackwards: false,
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}
dataPointer := uint32(24)
totalFrames := result.Directions * result.FramesPerDirection
framePointers := make([]uint32, totalFrames)
for i := uint32(0); i < totalFrames; i++ {
framePointers[i] = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4])
dataPointer += 4
}
result.Frames = make([]SpriteFrame, totalFrames)
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wg := sync.WaitGroup{}
wg.Add(int(totalFrames))
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for i := uint32(0); i < totalFrames; i++ {
go func(i uint32) {
defer wg.Done()
dataPointer := framePointers[i]
result.Frames[i] = SpriteFrame{}
result.Frames[i].Flip = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4])
dataPointer += 4
result.Frames[i].Width = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4])
dataPointer += 4
result.Frames[i].Height = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4])
dataPointer += 4
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result.Frames[i].OffsetX = d2helper.BytesToInt32(data[dataPointer : dataPointer+4])
dataPointer += 4
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result.Frames[i].OffsetY = d2helper.BytesToInt32(data[dataPointer : dataPointer+4])
dataPointer += 4
result.Frames[i].Unknown = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4])
dataPointer += 4
result.Frames[i].NextBlock = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4])
dataPointer += 4
result.Frames[i].Length = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4])
dataPointer += 4
result.Frames[i].ImageData = make([]int16, result.Frames[i].Width*result.Frames[i].Height)
for fi := range result.Frames[i].ImageData {
result.Frames[i].ImageData[fi] = -1
}
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x := uint32(0)
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y := result.Frames[i].Height - 1
for {
b := data[dataPointer]
dataPointer++
if b == 0x80 {
if y == 0 {
break
}
y--
x = 0
} else if (b & 0x80) > 0 {
transparentPixels := b & 0x7F
for ti := byte(0); ti < transparentPixels; ti++ {
result.Frames[i].ImageData[x+(y*result.Frames[i].Width)+uint32(ti)] = -1
}
x += uint32(transparentPixels)
} else {
for bi := 0; bi < int(b); bi++ {
result.Frames[i].ImageData[x+(y*result.Frames[i].Width)+uint32(bi)] = int16(data[dataPointer])
dataPointer++
}
x += uint32(b)
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}
}
var img = make([]byte, int(result.Frames[i].Width)*int(result.Frames[i].Height)*4)
for ii := uint32(0); ii < result.Frames[i].Width*result.Frames[i].Height; ii++ {
if result.Frames[i].ImageData[ii] < 1 { // TODO: Is this == -1 or < 1?
continue
}
img[ii*4] = palette.Colors[result.Frames[i].ImageData[ii]].R
img[(ii*4)+1] = palette.Colors[result.Frames[i].ImageData[ii]].G
img[(ii*4)+2] = palette.Colors[result.Frames[i].ImageData[ii]].B
img[(ii*4)+3] = 0xFF
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}
newImage, _ := ebiten.NewImage(int(result.Frames[i].Width), int(result.Frames[i].Height), ebiten.FilterNearest)
newImage.ReplacePixels(img)
result.Frames[i].Image = newImage
img = nil
}(i)
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}
wg.Wait()
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result.valid = true
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return result
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}
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func (v Sprite) IsValid() bool {
return v.valid
}
// GetSize returns the size of the sprite
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func (v Sprite) GetSize() (uint32, uint32) {
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frame := v.Frames[uint32(v.Frame)+(uint32(v.Direction)*v.FramesPerDirection)]
return frame.Width, frame.Height
}
func (v *Sprite) updateAnimation() {
if !v.Animate {
return
}
var timePerFrame float64
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if v.SpecialFrameTime >= 0 {
timePerFrame = (float64(v.SpecialFrameTime) / float64(len(v.Frames))) / 1000.0
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} else {
timePerFrame = 1.0 / float64(len(v.Frames))
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}
now := d2helper.Now()
for v.LastFrameTime+timePerFrame < now {
v.LastFrameTime += timePerFrame
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if !v.AnimateBackwards {
v.Frame++
if v.Frame >= int16(v.FramesPerDirection) {
if v.StopOnLastFrame {
v.Frame = int16(v.FramesPerDirection) - 1
} else {
v.Frame = 0
}
}
continue
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}
v.Frame--
if v.Frame < 0 {
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if v.StopOnLastFrame {
v.Frame = 0
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} else {
v.Frame = int16(v.FramesPerDirection) - 1
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}
}
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}
}
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func (v *Sprite) ResetAnimation() {
v.LastFrameTime = d2helper.Now()
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v.Frame = 0
}
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func (v Sprite) OnLastFrame() bool {
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return v.Frame == int16(v.FramesPerDirection-1)
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}
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// GetFrameSize returns the size of the specific frame
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func (v Sprite) GetFrameSize(frame int) (width, height uint32) {
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width = v.Frames[frame].Width
height = v.Frames[frame].Height
return
}
// GetTotalFrames returns the number of frames in this sprite (for all directions)
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func (v Sprite) GetTotalFrames() int {
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return len(v.Frames)
}
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// Draw draws the sprite onto the target
func (v *Sprite) Draw(target *ebiten.Image) {
v.updateAnimation()
opts := &ebiten.DrawImageOptions{}
frame := v.Frames[uint32(v.Frame)+(uint32(v.Direction)*v.FramesPerDirection)]
opts.GeoM.Translate(
float64(int32(v.X)+frame.OffsetX),
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float64(int32(v.Y)-int32(frame.Height)+frame.OffsetY),
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)
if v.Blend {
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opts.CompositeMode = ebiten.CompositeModeLighter
} else {
opts.CompositeMode = ebiten.CompositeModeSourceOver
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}
if v.ColorMod != nil {
opts.ColorM = d2corehelper.ColorToColorM(v.ColorMod)
}
if err := target.DrawImage(frame.Image, opts); err != nil {
log.Panic(err.Error())
}
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}
// DrawSegments draws the sprite via a grid of segments
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func (v *Sprite) DrawSegments(target *ebiten.Image, xSegments, ySegments, offset int) {
v.updateAnimation()
yOffset := int32(0)
for y := 0; y < ySegments; y++ {
xOffset := int32(0)
biggestYOffset := int32(0)
for x := 0; x < xSegments; x++ {
frame := v.Frames[uint32(x+(y*xSegments)+(offset*xSegments*ySegments))]
opts := &ebiten.DrawImageOptions{}
opts.GeoM.Translate(
float64(int32(v.X)+frame.OffsetX+xOffset),
float64(int32(v.Y)+frame.OffsetY+yOffset),
)
if v.Blend {
opts.CompositeMode = ebiten.CompositeModeLighter
} else {
opts.CompositeMode = ebiten.CompositeModeSourceOver
}
if v.ColorMod != nil {
opts.ColorM = d2corehelper.ColorToColorM(v.ColorMod)
}
if err := target.DrawImage(frame.Image, opts); err != nil {
log.Panic(err.Error())
}
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xOffset += int32(frame.Width)
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biggestYOffset = d2helper.MaxInt32(biggestYOffset, int32(frame.Height))
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}
yOffset += biggestYOffset
}
}
// MoveTo moves the sprite to the specified coordinates
func (v *Sprite) MoveTo(x, y int) {
v.X = x
v.Y = y
}
// GetLocation returns the location of the sprite
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func (v Sprite) GetLocation() (int, int) {
return v.X, v.Y
}