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package d2scene
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import (
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"image/color"
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"log"
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"github.com/OpenDiablo2/D2Shared/d2helper"
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"github.com/OpenDiablo2/OpenDiablo2/d2render/d2mapengine"
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"github.com/OpenDiablo2/D2Shared/d2common/d2enum"
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"github.com/OpenDiablo2/D2Shared/d2common/d2interface"
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"github.com/OpenDiablo2/D2Shared/d2common/d2resource"
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"github.com/OpenDiablo2/D2Shared/d2data/d2datadict"
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"github.com/OpenDiablo2/OpenDiablo2/d2audio"
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"github.com/OpenDiablo2/OpenDiablo2/d2core"
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"github.com/OpenDiablo2/OpenDiablo2/d2corecommon/d2coreinterface"
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"github.com/OpenDiablo2/OpenDiablo2/d2render"
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"github.com/OpenDiablo2/OpenDiablo2/d2render/d2ui"
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"github.com/hajimehoshi/ebiten"
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)
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type Game struct {
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gameState *d2core.GameState
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uiManager *d2ui.Manager
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soundManager *d2audio.Manager
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fileProvider d2interface.FileProvider
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sceneProvider d2coreinterface.SceneProvider
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pentSpinLeft d2render.Sprite
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pentSpinRight d2render.Sprite
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testLabel d2ui.Label
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mapEngine *d2mapengine.Engine
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}
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func CreateGame(
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fileProvider d2interface.FileProvider,
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sceneProvider d2coreinterface.SceneProvider,
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uiManager *d2ui.Manager,
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soundManager *d2audio.Manager,
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gameState *d2core.GameState,
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) *Game {
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result := &Game{
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gameState: gameState,
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fileProvider: fileProvider,
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uiManager: uiManager,
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soundManager: soundManager,
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sceneProvider: sceneProvider,
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}
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return result
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}
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func (v *Game) Load() []func() {
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return []func(){
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func() {
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v.pentSpinLeft = d2render.CreateSprite(v.fileProvider.LoadFile(d2resource.PentSpin), d2datadict.Palettes[d2enum.Sky])
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v.pentSpinLeft.Animate = true
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v.pentSpinLeft.AnimateBackwards = true
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v.pentSpinLeft.SpecialFrameTime = 475
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v.pentSpinLeft.MoveTo(100, 300)
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},
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func() {
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v.pentSpinRight = d2render.CreateSprite(v.fileProvider.LoadFile(d2resource.PentSpin), d2datadict.Palettes[d2enum.Sky])
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v.pentSpinRight.Animate = true
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v.pentSpinRight.SpecialFrameTime = 475
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v.pentSpinRight.MoveTo(650, 300)
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},
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func() {
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v.testLabel = d2ui.CreateLabel(v.fileProvider, d2resource.Font42, d2enum.Units)
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v.testLabel.Alignment = d2ui.LabelAlignCenter
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v.testLabel.SetText("Soon :tm:")
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v.testLabel.MoveTo(400, 250)
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},
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func() {
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v.mapEngine = d2mapengine.CreateMapEngine(v.gameState, v.soundManager, v.fileProvider)
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// TODO: This needs to be different depending on the act of the player
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v.mapEngine.GenerateMap(d2enum.RegionAct1Town, 1, 0)
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region := v.mapEngine.GetRegion(0)
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rx, ry := d2helper.IsoToScreen(int(region.Region.StartX), int(region.Region.StartY), 0, 0)
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v.mapEngine.CenterCameraOn(float64(rx), float64(ry))
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v.mapEngine.Hero = d2core.CreateHero(
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int32((region.Region.StartX*5)+3),
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int32((region.Region.StartY*5)+3),
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0,
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v.gameState.HeroType,
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v.gameState.Equipment,
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v.fileProvider)
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},
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}
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}
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func (v *Game) Unload() {
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}
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func (v Game) Render(screen *ebiten.Image) {
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screen.Fill(color.Black)
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v.mapEngine.Render(screen)
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}
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func (v *Game) Update(tickTime float64) {
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// TODO: Pathfinding
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if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
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mx, my := ebiten.CursorPosition()
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px, py := d2helper.ScreenToIso(float64(mx)-v.mapEngine.OffsetX, float64(my)-v.mapEngine.OffsetY)
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angle := 359 - d2helper.GetAngleBetween(
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v.mapEngine.Hero.AnimatedEntity.LocationX,
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v.mapEngine.Hero.AnimatedEntity.LocationY,
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px,
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py,
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)
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directionIndex := int((float64(angle) / 360.0) * 16.0)
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newDirection := d2render.DirectionLookup[directionIndex]
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if newDirection != v.mapEngine.Hero.AnimatedEntity.GetDirection() {
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v.mapEngine.Hero.AnimatedEntity.SetMode(d2enum.AnimationModePlayerTownNeutral.String(), v.mapEngine.Hero.Equipment.RightHand.GetWeaponClass(), newDirection)
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log.Printf("Angle: %d -> %d", directionIndex, newDirection)
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}
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}
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rx, ry := d2helper.IsoToScreen(int(v.mapEngine.Hero.AnimatedEntity.LocationX), int(v.mapEngine.Hero.AnimatedEntity.LocationY), 0, 0)
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v.mapEngine.CenterCameraOn(float64(rx), float64(ry))
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}
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