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package d2player
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import (
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2input"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
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)
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type Panel interface {
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IsOpen() bool
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Toggle()
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Open()
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Close()
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}
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type GameControls struct {
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hero *d2map.Hero
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mapEngine *d2map.MapEngine
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inventory *Inventory
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// UI
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globeSprite *d2ui.Sprite
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mainPanel *d2ui.Sprite
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menuButton *d2ui.Sprite
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skillIcon *d2ui.Sprite
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}
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func NewGameControls(hero *d2map.Hero, mapEngine *d2map.MapEngine) *GameControls {
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return &GameControls{
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hero: hero,
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mapEngine: mapEngine,
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inventory: NewInventory(),
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}
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}
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func (g *GameControls) OnKeyDown(event d2input.KeyEvent) bool {
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if event.Key == d2input.KeyI {
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g.inventory.Toggle()
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return true
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}
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return false
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}
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func (g *GameControls) OnMouseButtonDown(event d2input.MouseEvent) bool {
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if event.Button == d2input.MouseButtonLeft {
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px, py := g.mapEngine.ScreenToWorld(event.X, event.Y)
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g.hero.AnimatedEntity.SetTarget(px*5, py*5, 1)
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return true
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}
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return false
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}
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func (g *GameControls) Load() {
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animation, _ := d2asset.LoadAnimation(d2resource.GameGlobeOverlap, d2resource.PaletteSky)
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g.globeSprite, _ = d2ui.LoadSprite(animation)
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animation, _ = d2asset.LoadAnimation(d2resource.GamePanels, d2resource.PaletteSky)
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g.mainPanel, _ = d2ui.LoadSprite(animation)
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animation, _ = d2asset.LoadAnimation(d2resource.MenuButton, d2resource.PaletteSky)
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g.menuButton, _ = d2ui.LoadSprite(animation)
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animation, _ = d2asset.LoadAnimation(d2resource.GenericSkills, d2resource.PaletteSky)
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g.skillIcon, _ = d2ui.LoadSprite(animation)
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g.inventory.Load()
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}
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// TODO: consider caching the panels to single image that is reused.
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func (g *GameControls) Render(target d2render.Surface) {
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g.inventory.Render(target)
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width, height := target.GetSize()
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offset := int(0)
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// Left globe holder
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g.mainPanel.SetCurrentFrame(0)
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w, _ := g.mainPanel.GetCurrentFrameSize()
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g.mainPanel.SetPosition(offset, height)
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g.mainPanel.Render(target)
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// Left globe
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g.globeSprite.SetCurrentFrame(0)
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g.globeSprite.SetPosition(offset+28, height-5)
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g.globeSprite.Render(target)
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offset += w
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// Left skill
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g.skillIcon.SetCurrentFrame(2)
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w, _ = g.skillIcon.GetCurrentFrameSize()
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g.skillIcon.SetPosition(offset, height)
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g.skillIcon.Render(target)
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offset += w
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// Left skill selector
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g.mainPanel.SetCurrentFrame(1)
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w, _ = g.mainPanel.GetCurrentFrameSize()
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g.mainPanel.SetPosition(offset, height)
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g.mainPanel.Render(target)
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offset += w
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// Stamina
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g.mainPanel.SetCurrentFrame(2)
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w, _ = g.mainPanel.GetCurrentFrameSize()
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g.mainPanel.SetPosition(offset, height)
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g.mainPanel.Render(target)
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offset += w
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// Center menu button
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g.menuButton.SetCurrentFrame(0)
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w, _ = g.mainPanel.GetCurrentFrameSize()
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g.menuButton.SetPosition((width/2)-8, height-16)
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g.menuButton.Render(target)
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// Potions
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g.mainPanel.SetCurrentFrame(3)
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w, _ = g.mainPanel.GetCurrentFrameSize()
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g.mainPanel.SetPosition(offset, height)
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g.mainPanel.Render(target)
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offset += w
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// Right skill selector
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g.mainPanel.SetCurrentFrame(4)
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w, _ = g.mainPanel.GetCurrentFrameSize()
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g.mainPanel.SetPosition(offset, height)
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g.mainPanel.Render(target)
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offset += w
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// Right skill
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g.skillIcon.SetCurrentFrame(10)
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w, _ = g.skillIcon.GetCurrentFrameSize()
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g.skillIcon.SetPosition(offset, height)
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g.skillIcon.Render(target)
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offset += w
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// Right globe holder
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g.mainPanel.SetCurrentFrame(5)
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w, _ = g.mainPanel.GetCurrentFrameSize()
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g.mainPanel.SetPosition(offset, height)
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g.mainPanel.Render(target)
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// Right globe
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g.globeSprite.SetCurrentFrame(1)
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g.globeSprite.SetPosition(offset+8, height-8)
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g.globeSprite.Render(target)
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}
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