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OpenDiablo2/d2core/d2map/animated_composite.go

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package d2map
import (
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
)
// AnimatedComposite represents a composite of animations that can be projected onto the map.
type AnimatedComposite struct {
mapEntity
animationMode string
composite *d2asset.Composite
direction int
}
// CreateAnimatedComposite creates an instance of AnimatedComposite
func CreateAnimatedComposite(x, y int, object *d2datadict.ObjectLookupRecord, palettePath string) (*AnimatedComposite, error) {
composite, err := d2asset.LoadComposite(object, palettePath)
if err != nil {
return nil, err
}
entity := &AnimatedComposite{
mapEntity: createMapEntity(x, y),
composite: composite,
}
entity.mapEntity.directioner = entity.rotate
return entity, nil
}
func (ac *AnimatedComposite) SetAnimationMode(animationMode string) error {
return ac.composite.SetMode(animationMode, ac.weaponClass, ac.direction)
}
// SetMode changes the graphical mode of this animated entity
func (ac *AnimatedComposite) SetMode(animationMode, weaponClass string, direction int) error {
ac.animationMode = animationMode
ac.direction = direction
err := ac.composite.SetMode(animationMode, weaponClass, direction)
if err != nil {
err = ac.composite.SetMode(animationMode, "HTH", direction)
ac.weaponClass = "HTH"
}
return err
}
// Render draws this animated entity onto the target
func (ac *AnimatedComposite) Render(target d2render.Surface) {
target.PushTranslation(
ac.offsetX+int((ac.subcellX-ac.subcellY)*16),
ac.offsetY+int(((ac.subcellX+ac.subcellY)*8)-5),
)
defer target.Pop()
ac.composite.Render(target)
}
// rotate sets direction and changes animation
func (ac *AnimatedComposite) rotate(angle float64) {
// TODO: Check if is in town and if is player.
newAnimationMode := ac.animationMode
if !ac.IsAtTarget() {
newAnimationMode = d2enum.AnimationModeMonsterWalk.String()
}
if newAnimationMode != ac.animationMode {
ac.SetMode(newAnimationMode, ac.weaponClass, ac.direction)
}
newDirection := angleToDirection(angle)
if newDirection != ac.direction {
ac.SetMode(ac.animationMode, ac.weaponClass, newDirection)
}
}
func (ac *AnimatedComposite) Advance(elapsed float64) {
ac.composite.Advance(elapsed)
}