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OpenDiablo2/common/AnimatedEntity.go

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package common
import (
"fmt"
"strings"
"time"
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"github.com/OpenDiablo2/OpenDiablo2/palettedefs"
"github.com/hajimehoshi/ebiten"
)
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// AnimatedEntity represents an entity on the map that can be animated
type AnimatedEntity struct {
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// LocationX represents the tile X position of the entity
LocationX float64
// LocationY represents the tile Y position of the entity
LocationY float64
dcc *DCC
cof *Cof
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palette palettedefs.PaletteType
base string
token string
tr string
animationMode string
weaponClass string
lastFrameTime time.Time
framesToAnimate int
animationSpeed int
direction int
currentFrame int
frames []*ebiten.Image
frameLocations []Rectangle
}
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// CreateAnimatedEntity creates an instance of AnimatedEntity
func CreateAnimatedEntity(base, token, tr string, palette palettedefs.PaletteType) *AnimatedEntity {
result := &AnimatedEntity{
base: base,
token: token,
tr: tr,
palette: palette,
}
return result
}
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// DirectionLookup is used to decode the direction offset indexes
var DirectionLookup = []int{3, 15, 4, 8, 0, 9, 5, 10, 1, 11, 6, 12, 2, 13, 7, 14}
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// SetMode changes the graphical mode of this animated entity
func (v *AnimatedEntity) SetMode(animationMode, weaponClass string, direction int, provider FileProvider) {
dccPath := fmt.Sprintf("%s/%s/tr/%str%s%s%s.dcc", v.base, v.token, v.token, v.tr, animationMode, weaponClass)
v.dcc = LoadDCC(dccPath, provider)
cofPath := fmt.Sprintf("%s/%s/cof/%s%s%s.cof", v.base, v.token, v.token, animationMode, weaponClass)
v.cof = LoadCof(cofPath, provider)
v.animationMode = animationMode
v.weaponClass = weaponClass
v.direction = direction
v.cacheFrames()
}
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// Render draws this animated entity onto the target
func (v *AnimatedEntity) Render(target *ebiten.Image, offsetX, offsetY int) {
for v.lastFrameTime.Add(time.Millisecond * time.Duration(v.animationSpeed)).Before(time.Now()) {
v.lastFrameTime = v.lastFrameTime.Add(time.Millisecond * time.Duration(v.animationSpeed))
v.currentFrame++
if v.currentFrame >= v.framesToAnimate {
v.currentFrame = 0
}
}
opts := &ebiten.DrawImageOptions{}
opts.GeoM.Translate(float64(v.frameLocations[v.currentFrame].Left+offsetX), float64(v.frameLocations[v.currentFrame].Top+offsetY+40))
target.DrawImage(v.frames[v.currentFrame], opts)
}
func (v *AnimatedEntity) cacheFrames() {
animationData := AnimationData[strings.ToLower(v.token+v.animationMode+v.weaponClass)][v.direction]
v.animationSpeed = int((float64(animationData.AnimationSpeed) / 255.0) * 0.04 * 1000.0)
v.framesToAnimate = animationData.FramesPerDirection
v.lastFrameTime = time.Now()
minX := int32(2147483647)
minY := int32(2147483647)
maxX := int32(-2147483648)
maxY := int32(-2147483648)
for _, layer := range v.dcc.Directions {
minX = MinInt32(minX, int32(layer.Box.Left))
minY = MinInt32(minY, int32(layer.Box.Top))
maxX = MaxInt32(maxX, int32(layer.Box.Right()))
maxY = MaxInt32(maxY, int32(layer.Box.Bottom()))
}
frameW := maxX - minX
frameH := maxY - minY
v.frames = make([]*ebiten.Image, v.framesToAnimate)
v.frameLocations = make([]Rectangle, v.framesToAnimate)
for frameIndex := range v.frames {
v.frames[frameIndex], _ = ebiten.NewImage(int(frameW), int(frameH), ebiten.FilterNearest)
priorityBase := (v.direction * animationData.FramesPerDirection * v.cof.NumberOfLayers) + (frameIndex * v.cof.NumberOfLayers)
for layerIdx := 0; layerIdx < v.cof.NumberOfLayers; layerIdx++ {
comp := v.cof.Priority[priorityBase+layerIdx]
if _, found := v.cof.CompositeLayers[comp]; !found {
continue
}
direction := v.dcc.Directions[v.direction]
frame := direction.Frames[frameIndex]
pixelData := make([]byte, 4*frameW*frameH)
for y := 0; y < direction.Box.Height; y++ {
for x := 0; x < direction.Box.Width; x++ {
paletteIndex := frame.PixelData[x+(y*direction.Box.Width)]
if paletteIndex == 0 {
continue
}
color := Palettes[v.palette].Colors[paletteIndex]
actualX := x + direction.Box.Left - int(minX)
actualY := y + direction.Box.Top - int(minY)
pixelData[(actualX*4)+(actualY*int(frameW)*4)] = color.R
pixelData[(actualX*4)+(actualY*int(frameW)*4)+1] = color.G
pixelData[(actualX*4)+(actualY*int(frameW)*4)+2] = color.B
pixelData[(actualX*4)+(actualY*int(frameW)*4)+3] = 255
}
}
v.frames[frameIndex].ReplacePixels(pixelData)
v.frameLocations[frameIndex] = Rectangle{
Left: int(minX),
Top: int(minY),
Width: int(frameW),
Height: int(frameH),
}
}
}
}