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OpenDiablo2/d2core/d2map/d2mapentity/animated_entity.go

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package d2mapentity
import (
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"fmt"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
)
// AnimatedEntity represents an animation that can be projected onto the map.
type AnimatedEntity struct {
mapEntity
animation d2interface.Animation
direction int
action int
repetitions int
highlight bool
}
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// Render draws this animated entity onto the target
func (ae *AnimatedEntity) Render(target d2interface.Surface) {
renderOffset := ae.Position.RenderOffset()
target.PushTranslation(
int((renderOffset.X()-renderOffset.Y())*16),
int(((renderOffset.X()+renderOffset.Y())*8)-5),
)
defer target.Pop()
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if ae.highlight {
target.PushBrightness(2)
defer target.Pop()
ae.highlight = false
}
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if err := ae.animation.Render(target); err != nil {
fmt.Printf("failed to render animated entity, err: %v\n", err)
}
}
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// GetDirection returns the current facing direction of this entity.
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func (ae *AnimatedEntity) GetDirection() int {
return ae.direction
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}
// rotate sets direction and changes animation
func (ae *AnimatedEntity) rotate(direction int) {
ae.direction = direction
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if err := ae.animation.SetDirection(ae.direction); err != nil {
fmt.Printf("failed to update the animation direction, err: %v\n", err)
}
}
// Advance is called once per frame and processes a
// single game tick.
func (ae *AnimatedEntity) Advance(elapsed float64) {
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if err := ae.animation.Advance(elapsed); err != nil {
fmt.Printf("failed to advance the animation, err: %v\n", err)
}
}
// SetHighlight sets the highlight state of the animated entity
func (ae *AnimatedEntity) SetHighlight(set bool) {
ae.highlight = set
}