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https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-12-27 20:46:32 -05:00
Get and use draw order and animation speed for objects (#473)
* String2enum ObjectAnimationMode * Render objects at their assigned layer Gets the orderflag from the object record and assign it to the mapentity so the renderer can get at it. This adds another render pass that loops through the objects. * Get object animation speed from their txt entry
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@ -58,3 +58,4 @@ const (
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//go:generate stringer -linecomment -type PlayerAnimationMode
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//go:generate stringer -linecomment -type PlayerAnimationMode
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//go:generate stringer -linecomment -type MonsterAnimationMode
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//go:generate stringer -linecomment -type MonsterAnimationMode
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//go:generate stringer -linecomment -type ObjectAnimationMode
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//go:generate stringer -linecomment -type ObjectAnimationMode
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//go:generate string2enum -samepkg -linecomment -type ObjectAnimationMode
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40
d2common/d2enum/objectanimationmode_string2enum.go
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40
d2common/d2enum/objectanimationmode_string2enum.go
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@ -0,0 +1,40 @@
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// Code generated by "string2enum -samepkg -linecomment -type ObjectAnimationMode"; DO NOT EDIT.
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package d2enum
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import "fmt"
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// ObjectAnimationModeFromString returns the ObjectAnimationMode enum corresponding to s.
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func ObjectAnimationModeFromString(s string) ObjectAnimationMode {
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if len(s) == 0 {
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return 0
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}
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for i := range _ObjectAnimationMode_index[:len(_ObjectAnimationMode_index)-1] {
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if s == _ObjectAnimationMode_name[_ObjectAnimationMode_index[i]:_ObjectAnimationMode_index[i+1]] {
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return ObjectAnimationMode(i)
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}
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}
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panic(fmt.Errorf("unable to locate ObjectAnimationMode enum corresponding to %q", s))
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}
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func _(s string) {
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// Check for duplicate string values in type "ObjectAnimationMode".
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switch s {
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// 0
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case "NU":
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// 1
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case "OP":
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// 2
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case "ON":
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// 3
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case "S1":
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// 4
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case "S2":
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// 5
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case "S3":
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// 6
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case "S4":
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// 7
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case "S5":
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}
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}
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@ -81,6 +81,16 @@ func (c *Composite) SetMode(animationMode, weaponClass string, direction int) er
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return nil
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return nil
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}
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}
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func (c *Composite) SetSpeed(speed int) {
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c.mode.animationSpeed = 1.0 / ((float64(speed) * 25.0) / 256.0)
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for layerIdx := range c.mode.layers {
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layer := c.mode.layers[layerIdx]
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if layer != nil {
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layer.SetPlaySpeed(c.mode.animationSpeed)
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}
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}
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}
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func (c *Composite) GetDirectionCount() int {
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func (c *Composite) GetDirectionCount() int {
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if c.mode == nil {
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if c.mode == nil {
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return 0
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return 0
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@ -12,6 +12,7 @@ type MapEntity interface {
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Render(target d2render.Surface)
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Render(target d2render.Surface)
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Advance(tickTime float64)
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Advance(tickTime float64)
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GetPosition() (float64, float64)
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GetPosition() (float64, float64)
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GetLayer() (int)
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GetPositionF() (float64, float64)
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GetPositionF() (float64, float64)
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Name() string
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Name() string
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}
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}
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@ -28,6 +29,7 @@ type mapEntity struct {
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TargetY float64
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TargetY float64
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Speed float64
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Speed float64
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path []d2astar.Pather
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path []d2astar.Pather
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drawLayer int
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done func()
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done func()
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directioner func(direction int)
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directioner func(direction int)
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@ -46,10 +48,15 @@ func createMapEntity(x, y int) mapEntity {
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subcellX: 1 + math.Mod(locX, 5),
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subcellX: 1 + math.Mod(locX, 5),
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subcellY: 1 + math.Mod(locY, 5),
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subcellY: 1 + math.Mod(locY, 5),
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Speed: 6,
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Speed: 6,
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drawLayer: 0,
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path: []d2astar.Pather{},
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path: []d2astar.Pather{},
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}
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}
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}
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}
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func (m *mapEntity) GetLayer() int {
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return m.drawLayer
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}
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func (m *mapEntity) SetPath(path []d2astar.Pather, done func()) {
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func (m *mapEntity) SetPath(path []d2astar.Pather, done func()) {
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m.path = path
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m.path = path
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m.done = done
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m.done = done
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@ -1,6 +1,7 @@
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package d2mapentity
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package d2mapentity
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import (
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import (
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
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@ -29,6 +30,7 @@ func CreateObject(x, y int, object *d2datadict.ObjectLookupRecord, palettePath s
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}
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}
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entity.mapEntity.directioner = entity.rotate
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entity.mapEntity.directioner = entity.rotate
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entity.objectRecord = d2datadict.Objects[object.ObjectsTxtId]
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entity.objectRecord = d2datadict.Objects[object.ObjectsTxtId]
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entity.drawLayer = entity.objectRecord.OrderFlag[d2enum.AnimationModeObjectNeutral]
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return entity, nil
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return entity, nil
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}
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}
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@ -43,7 +45,9 @@ func (ob *Object) SetMode(animationMode, weaponClass string, direction int) erro
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err = ob.composite.SetMode(animationMode, "HTH", direction)
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err = ob.composite.SetMode(animationMode, "HTH", direction)
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ob.weaponClass = "HTH"
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ob.weaponClass = "HTH"
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}
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}
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ob.mapEntity.drawLayer = ob.objectRecord.OrderFlag[d2enum.ObjectAnimationModeFromString(animationMode)]
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// For objects their txt record entry overrides animationdata
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ob.composite.SetSpeed(ob.objectRecord.FrameDelta[d2enum.ObjectAnimationModeFromString(animationMode)])
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return err
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return err
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}
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}
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@ -71,8 +71,8 @@ func (mr *MapRenderer) Render(target d2render.Surface) {
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if mr.debugVisLevel > 0 {
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if mr.debugVisLevel > 0 {
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mr.renderDebug(mr.debugVisLevel, target, startX, startY, endX, endY)
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mr.renderDebug(mr.debugVisLevel, target, startX, startY, endX, endY)
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}
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}
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mr.renderPass2(target, startX, startY, endX, endY)
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mr.renderPass3(target, startX, startY, endX, endY)
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mr.renderPass3(target, startX, startY, endX, endY)
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mr.renderPass4(target, startX, startY, endX, endY)
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}
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}
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func (mr *MapRenderer) MoveCameraTo(x, y float64) {
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func (mr *MapRenderer) MoveCameraTo(x, y float64) {
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@ -95,6 +95,7 @@ func (mr *MapRenderer) WorldToOrtho(x, y float64) (float64, float64) {
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return mr.viewport.WorldToOrtho(x, y)
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return mr.viewport.WorldToOrtho(x, y)
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}
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}
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// Lower wall tiles, tile shadews, floor tiles
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func (mr *MapRenderer) renderPass1(target d2render.Surface, startX, startY, endX, endY int) {
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func (mr *MapRenderer) renderPass1(target d2render.Surface, startX, startY, endX, endY int) {
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for tileY := startY; tileY < endY; tileY++ {
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for tileY := startY; tileY < endY; tileY++ {
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for tileX := startX; tileX < endX; tileX++ {
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for tileX := startX; tileX < endX; tileX++ {
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@ -106,7 +107,32 @@ func (mr *MapRenderer) renderPass1(target d2render.Surface, startX, startY, endX
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}
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}
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}
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}
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// Objects below walls
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func (mr *MapRenderer) renderPass2(target d2render.Surface, startX, startY, endX, endY int) {
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func (mr *MapRenderer) renderPass2(target d2render.Surface, startX, startY, endX, endY int) {
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for tileY := startY; tileY < endY; tileY++ {
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for tileX := startX; tileX < endX; tileX++ {
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mr.viewport.PushTranslationWorld(float64(tileX), float64(tileY))
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// TODO: Do not loop over every entity every frame
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for _, mapEntity := range *mr.mapEngine.Entities() {
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entityX, entityY := mapEntity.GetPosition()
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if (int(entityX) != tileX) || (int(entityY) != tileY) {
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continue
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}
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if mapEntity.GetLayer() != 1 {
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continue
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}
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target.PushTranslation(mr.viewport.GetTranslationScreen())
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mapEntity.Render(target)
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target.Pop()
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}
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mr.viewport.PopTranslation()
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}
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}
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}
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// Upper wall tiles, objects that are on top of walls
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func (mr *MapRenderer) renderPass3(target d2render.Surface, startX, startY, endX, endY int) {
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for tileY := startY; tileY < endY; tileY++ {
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for tileY := startY; tileY < endY; tileY++ {
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for tileX := startX; tileX < endX; tileX++ {
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for tileX := startX; tileX < endX; tileX++ {
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tile := mr.mapEngine.TileAt(tileX, tileY)
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tile := mr.mapEngine.TileAt(tileX, tileY)
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@ -119,6 +145,9 @@ func (mr *MapRenderer) renderPass2(target d2render.Surface, startX, startY, endX
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if (int(entityX) != tileX) || (int(entityY) != tileY) {
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if (int(entityX) != tileX) || (int(entityY) != tileY) {
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continue
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continue
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}
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}
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if mapEntity.GetLayer() == 1 {
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continue
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}
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target.PushTranslation(mr.viewport.GetTranslationScreen())
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target.PushTranslation(mr.viewport.GetTranslationScreen())
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mapEntity.Render(target)
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mapEntity.Render(target)
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target.Pop()
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target.Pop()
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@ -128,7 +157,8 @@ func (mr *MapRenderer) renderPass2(target d2render.Surface, startX, startY, endX
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}
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}
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}
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}
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func (mr *MapRenderer) renderPass3(target d2render.Surface, startX, startY, endX, endY int) {
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// Roof tiles
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func (mr *MapRenderer) renderPass4(target d2render.Surface, startX, startY, endX, endY int) {
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for tileY := startY; tileY < endY; tileY++ {
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for tileY := startY; tileY < endY; tileY++ {
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for tileX := startX; tileX < endX; tileX++ {
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for tileX := startX; tileX < endX; tileX++ {
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tile := mr.mapEngine.TileAt(tileX, tileY)
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tile := mr.mapEngine.TileAt(tileX, tileY)
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