mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2025-02-04 15:46:51 -05:00
D2item hover highlight + name (#656)
* added highlight to animated entity * moving provider functions for item, missile, npc, player into package export file d2mapentity.go * changed `Create` to `New` in map entity provider functions * add item highlight on hover * add Name method to item entity
This commit is contained in:
parent
05fa7d93ce
commit
1275a7f654
@ -9,22 +9,13 @@ import (
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// AnimatedEntity represents an animation that can be projected onto the map.
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type AnimatedEntity struct {
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mapEntity
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animation d2interface.Animation
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direction int
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action int
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repetitions int
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animation d2interface.Animation
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}
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// CreateAnimatedEntity creates an instance of AnimatedEntity
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func CreateAnimatedEntity(x, y int, animation d2interface.Animation) *AnimatedEntity {
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entity := &AnimatedEntity{
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mapEntity: newMapEntity(x, y),
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animation: animation,
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}
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entity.mapEntity.directioner = entity.rotate
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return entity
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highlight bool
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}
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// Render draws this animated entity onto the target
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@ -37,6 +28,12 @@ func (ae *AnimatedEntity) Render(target d2interface.Surface) {
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defer target.Pop()
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if ae.highlight {
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target.PushBrightness(2)
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defer target.Pop()
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ae.highlight = false
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}
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if err := ae.animation.Render(target); err != nil {
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fmt.Printf("failed to render animated entity, err: %v\n", err)
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}
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@ -63,3 +60,8 @@ func (ae *AnimatedEntity) Advance(elapsed float64) {
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fmt.Printf("failed to advance the animation, err: %v\n", err)
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}
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}
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// SetHighlight sets the highlight state of the animated entity
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func (ae *AnimatedEntity) SetHighlight(set bool) {
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ae.highlight = set
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}
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176
d2core/d2map/d2mapentity/d2mapentity.go
Normal file
176
d2core/d2map/d2mapentity/d2mapentity.go
Normal file
@ -0,0 +1,176 @@
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package d2mapentity
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import (
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"errors"
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"fmt"
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"github.com/OpenDiablo2/OpenDiablo2/d2common"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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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/d2hero"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2inventory"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2item/diablo2item"
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)
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// NewAnimatedEntity creates an instance of AnimatedEntity
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func NewAnimatedEntity(x, y int, animation d2interface.Animation) *AnimatedEntity {
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entity := &AnimatedEntity{
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mapEntity: newMapEntity(x, y),
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animation: animation,
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}
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entity.mapEntity.directioner = entity.rotate
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return entity
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}
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// NewPlayer creates a new player entity and returns a pointer to it.
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func NewPlayer(id, name string, x, y, direction int, heroType d2enum.Hero,
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stats *d2hero.HeroStatsState, equipment *d2inventory.CharacterEquipment) *Player {
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layerEquipment := &[d2enum.CompositeTypeMax]string{
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d2enum.CompositeTypeHead: equipment.Head.GetArmorClass(),
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d2enum.CompositeTypeTorso: equipment.Torso.GetArmorClass(),
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d2enum.CompositeTypeLegs: equipment.Legs.GetArmorClass(),
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d2enum.CompositeTypeRightArm: equipment.RightArm.GetArmorClass(),
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d2enum.CompositeTypeLeftArm: equipment.LeftArm.GetArmorClass(),
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d2enum.CompositeTypeRightHand: equipment.RightHand.GetItemCode(),
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d2enum.CompositeTypeLeftHand: equipment.LeftHand.GetItemCode(),
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d2enum.CompositeTypeShield: equipment.Shield.GetItemCode(),
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}
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composite, err := d2asset.LoadComposite(d2enum.ObjectTypePlayer, heroType.GetToken(),
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d2resource.PaletteUnits)
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if err != nil {
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panic(err)
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}
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stats.NextLevelExp = d2datadict.GetExperienceBreakpoint(heroType, stats.Level)
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stats.Stamina = stats.MaxStamina
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result := &Player{
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ID: id,
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mapEntity: newMapEntity(x, y),
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composite: composite,
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Equipment: equipment,
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Stats: stats,
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name: name,
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Class: heroType,
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//nameLabel: d2ui.CreateLabel(d2resource.FontFormal11, d2resource.PaletteStatic),
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isRunToggled: true,
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isInTown: true,
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isRunning: true,
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}
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result.SetSpeed(baseRunSpeed)
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result.mapEntity.directioner = result.rotate
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err = composite.SetMode(d2enum.PlayerAnimationModeTownNeutral, equipment.RightHand.GetWeaponClass())
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if err != nil {
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panic(err)
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}
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composite.SetDirection(direction)
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if err := composite.Equip(layerEquipment); err != nil {
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fmt.Printf("failed to equip, err: %v\n", err)
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}
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return result
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}
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// NewMissile creates a new Missile and initializes it's animation.
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func NewMissile(x, y int, record *d2datadict.MissileRecord) (*Missile, error) {
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animation, err := d2asset.LoadAnimation(
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fmt.Sprintf("%s/%s.dcc", d2resource.MissileData, record.Animation.CelFileName),
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d2resource.PaletteUnits,
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)
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if err != nil {
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return nil, err
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}
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if record.Animation.HasSubLoop {
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animation.SetSubLoop(record.Animation.SubStartingFrame, record.Animation.SubEndingFrame)
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}
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animation.SetEffect(d2enum.DrawEffectModulate)
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animation.SetPlayLoop(record.Animation.LoopAnimation)
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animation.PlayForward()
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entity := NewAnimatedEntity(x, y, animation)
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result := &Missile{
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AnimatedEntity: entity,
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record: record,
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}
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result.Speed = float64(record.Velocity)
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return result, nil
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}
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// NewItem creates an item map entity
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func NewItem(x, y int, codes ...string) (*Item, error) {
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item := diablo2item.NewItem(codes...)
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if item == nil {
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return nil, errors.New(errInvalidItemCodes)
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}
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filename := item.CommonRecord().FlippyFile
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filepath := fmt.Sprintf("%s/%s.DC6", d2resource.ItemGraphics, filename)
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animation, err := d2asset.LoadAnimation(filepath, d2resource.PaletteUnits)
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if err != nil {
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return nil, err
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}
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animation.PlayForward()
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animation.SetPlayLoop(false)
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entity := NewAnimatedEntity(x*5, y*5, animation)
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result := &Item{
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AnimatedEntity: entity,
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Item: item,
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}
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return result, nil
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}
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// NewNPC creates a new NPC and returns a pointer to it.
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func NewNPC(x, y int, monstat *d2datadict.MonStatsRecord, direction int) (*NPC, error) {
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result := &NPC{
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mapEntity: newMapEntity(x, y),
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HasPaths: false,
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monstatRecord: monstat,
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monstatEx: d2datadict.MonStats2[monstat.ExtraDataKey],
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}
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var equipment [16]string
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for compType, opts := range result.monstatEx.EquipmentOptions {
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equipment[compType] = selectEquip(opts)
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}
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composite, _ := d2asset.LoadComposite(d2enum.ObjectTypeCharacter, monstat.AnimationDirectoryToken,
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d2resource.PaletteUnits)
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result.composite = composite
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if err := composite.SetMode(d2enum.MonsterAnimationModeNeutral,
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result.monstatEx.BaseWeaponClass); err != nil {
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return nil, err
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}
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if err := composite.Equip(&equipment); err != nil {
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return nil, err
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}
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result.SetSpeed(float64(monstat.SpeedBase))
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result.mapEntity.directioner = result.rotate
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result.composite.SetDirection(direction)
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if result.monstatRecord != nil && result.monstatRecord.IsInteractable {
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result.name = d2common.TranslateString(result.monstatRecord.NameString)
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}
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return result, nil
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}
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@ -1,12 +1,7 @@
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package d2mapentity
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import (
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"errors"
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"fmt"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
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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/d2item/diablo2item"
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)
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@ -14,43 +9,33 @@ const (
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errInvalidItemCodes = "invalid item codes supplied"
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)
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// Item is a map entity for an item
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type Item struct {
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*AnimatedEntity
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Item *diablo2item.Item
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}
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// GetPosition returns the item position vector
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func (i *Item) GetPosition() d2vector.Position {
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return i.AnimatedEntity.Position
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}
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// GetVelocity returns the item velocity vector
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func (i *Item) GetVelocity() d2vector.Vector {
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return i.AnimatedEntity.velocity
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}
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func CreateItem(x, y int, codes ...string) (*Item, error) {
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item := diablo2item.NewItem(codes...)
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if item == nil {
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return nil, errors.New(errInvalidItemCodes)
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}
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animation, err := d2asset.LoadAnimation(
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fmt.Sprintf("%s/%s.DC6", d2resource.ItemGraphics, item.CommonRecord().FlippyFile),
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d2resource.PaletteUnits,
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)
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if err != nil {
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return nil, err
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}
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animation.PlayForward()
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animation.SetPlayLoop(false)
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entity := CreateAnimatedEntity(x*5, y*5, animation)
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result := &Item{
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AnimatedEntity: entity,
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Item: item,
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}
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return result, nil
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// Selectable always returns true for items
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func (i *Item) Selectable() bool {
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return true
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}
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// Highlight sets the highlight flag for a single render tick
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func (i *Item) Highlight() {
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i.AnimatedEntity.highlight = true
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}
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// Name returns the item name
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func (i *Item) Name() string {
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return i.Item.Name()
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}
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@ -16,6 +16,8 @@ type mapEntity struct {
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done func()
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directioner func(direction int)
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highlight bool
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}
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// newMapEntity creates an instance of mapEntity
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@ -197,6 +199,7 @@ func (m *mapEntity) Name() string {
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// Highlight is not currently implemented.
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func (m *mapEntity) Highlight() {
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m.highlight = true
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}
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// Selectable returns true if the object can be highlighted/selected.
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@ -1,15 +1,10 @@
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package d2mapentity
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import (
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"fmt"
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"math"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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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/d2common/d2math/d2vector"
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)
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// Missile is a simple animated entity representing a projectile,
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@ -29,33 +24,6 @@ func (m *Missile) GetVelocity() d2vector.Vector {
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return m.AnimatedEntity.velocity
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}
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// CreateMissile creates a new Missile and initializes it's animation.
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func CreateMissile(x, y int, record *d2datadict.MissileRecord) (*Missile, error) {
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animation, err := d2asset.LoadAnimation(
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fmt.Sprintf("%s/%s.dcc", d2resource.MissileData, record.Animation.CelFileName),
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d2resource.PaletteUnits,
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)
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if err != nil {
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return nil, err
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}
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if record.Animation.HasSubLoop {
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animation.SetSubLoop(record.Animation.SubStartingFrame, record.Animation.SubEndingFrame)
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}
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animation.SetEffect(d2enum.DrawEffectModulate)
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animation.SetPlayLoop(record.Animation.LoopAnimation)
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animation.PlayForward()
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entity := CreateAnimatedEntity(x, y, animation)
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result := &Missile{
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AnimatedEntity: entity,
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record: record,
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}
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result.Speed = float64(record.Velocity)
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return result, nil
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}
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// SetRadians adjusts the entity target based on it's range, rotating it's
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// current destination by the value of angle in radians.
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@ -3,13 +3,11 @@ package d2mapentity
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import (
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"math/rand"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2common"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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)
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@ -37,46 +35,6 @@ const (
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maxAnimationRepetitions = 5
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)
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// CreateNPC creates a new NPC and returns a pointer to it.
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func CreateNPC(x, y int, monstat *d2datadict.MonStatsRecord, direction int) (*NPC, error) {
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result := &NPC{
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mapEntity: newMapEntity(x, y),
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HasPaths: false,
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monstatRecord: monstat,
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monstatEx: d2datadict.MonStats2[monstat.ExtraDataKey],
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}
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var equipment [16]string
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for compType, opts := range result.monstatEx.EquipmentOptions {
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equipment[compType] = selectEquip(opts)
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}
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composite, _ := d2asset.LoadComposite(d2enum.ObjectTypeCharacter, monstat.AnimationDirectoryToken,
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d2resource.PaletteUnits)
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result.composite = composite
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if err := composite.SetMode(d2enum.MonsterAnimationModeNeutral,
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result.monstatEx.BaseWeaponClass); err != nil {
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return nil, err
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}
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if err := composite.Equip(&equipment); err != nil {
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return nil, err
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}
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result.SetSpeed(float64(monstat.SpeedBase))
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result.mapEntity.directioner = result.rotate
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result.composite.SetDirection(direction)
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if result.monstatRecord != nil && result.monstatRecord.IsInteractable {
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result.name = d2common.TranslateString(result.monstatRecord.NameString)
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}
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return result, nil
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}
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func selectEquip(slice []string) string {
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if len(slice) != 0 {
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return slice[rand.Intn(len(slice))]
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|
@ -3,11 +3,9 @@ package d2mapentity
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import (
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"fmt"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
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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/d2hero"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2inventory"
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@ -37,59 +35,6 @@ type Player struct {
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const baseWalkSpeed = 6.0
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const baseRunSpeed = 9.0
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// CreatePlayer creates a new player entity and returns a pointer to it.
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func CreatePlayer(id, name string, x, y, direction int, heroType d2enum.Hero,
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stats *d2hero.HeroStatsState, equipment *d2inventory.CharacterEquipment) *Player {
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layerEquipment := &[d2enum.CompositeTypeMax]string{
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d2enum.CompositeTypeHead: equipment.Head.GetArmorClass(),
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d2enum.CompositeTypeTorso: equipment.Torso.GetArmorClass(),
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d2enum.CompositeTypeLegs: equipment.Legs.GetArmorClass(),
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d2enum.CompositeTypeRightArm: equipment.RightArm.GetArmorClass(),
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d2enum.CompositeTypeLeftArm: equipment.LeftArm.GetArmorClass(),
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d2enum.CompositeTypeRightHand: equipment.RightHand.GetItemCode(),
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d2enum.CompositeTypeLeftHand: equipment.LeftHand.GetItemCode(),
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d2enum.CompositeTypeShield: equipment.Shield.GetItemCode(),
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}
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composite, err := d2asset.LoadComposite(d2enum.ObjectTypePlayer, heroType.GetToken(),
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d2resource.PaletteUnits)
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if err != nil {
|
||||
panic(err)
|
||||
}
|
||||
|
||||
stats.NextLevelExp = d2datadict.GetExperienceBreakpoint(heroType, stats.Level)
|
||||
stats.Stamina = stats.MaxStamina
|
||||
|
||||
result := &Player{
|
||||
ID: id,
|
||||
mapEntity: newMapEntity(x, y),
|
||||
composite: composite,
|
||||
Equipment: equipment,
|
||||
Stats: stats,
|
||||
name: name,
|
||||
Class: heroType,
|
||||
//nameLabel: d2ui.CreateLabel(d2resource.FontFormal11, d2resource.PaletteStatic),
|
||||
isRunToggled: true,
|
||||
isInTown: true,
|
||||
isRunning: true,
|
||||
}
|
||||
result.SetSpeed(baseRunSpeed)
|
||||
result.mapEntity.directioner = result.rotate
|
||||
err = composite.SetMode(d2enum.PlayerAnimationModeTownNeutral, equipment.RightHand.GetWeaponClass())
|
||||
|
||||
if err != nil {
|
||||
panic(err)
|
||||
}
|
||||
|
||||
composite.SetDirection(direction)
|
||||
|
||||
if err := composite.Equip(layerEquipment); err != nil {
|
||||
fmt.Printf("failed to equip, err: %v\n", err)
|
||||
}
|
||||
|
||||
return result
|
||||
}
|
||||
|
||||
// SetIsInTown sets a flag indicating that the player is in town.
|
||||
func (p *Player) SetIsInTown(isInTown bool) {
|
||||
p.isInTown = isInTown
|
||||
|
@ -133,7 +133,7 @@ func (mr *Stamp) Entities(tileOffsetX, tileOffsetY int) []d2interface.MapEntity
|
||||
if monstat != nil {
|
||||
// Temorary use of Lookup.
|
||||
npcX, npcY := (tileOffsetX*5)+object.X, (tileOffsetY*5)+object.Y
|
||||
npc, err := d2mapentity.CreateNPC(npcX, npcY, monstat, 0)
|
||||
npc, err := d2mapentity.NewNPC(npcX, npcY, monstat, 0)
|
||||
|
||||
if err == nil {
|
||||
npc.SetPaths(convertPaths(tileOffsetX, tileOffsetY, object.Paths))
|
||||
|
@ -297,7 +297,7 @@ func (v *CharacterSelect) updateCharacterBoxes() {
|
||||
equipment := d2inventory.HeroObjects[heroType]
|
||||
|
||||
// TODO: Generate or load the object from the actual player data...
|
||||
v.characterImage[i] = d2mapentity.CreatePlayer("", "", 0, 0, 0,
|
||||
v.characterImage[i] = d2mapentity.NewPlayer("", "", 0, 0, 0,
|
||||
v.gameStates[idx].HeroType,
|
||||
v.gameStates[idx].Stats,
|
||||
&equipment,
|
||||
|
@ -168,7 +168,7 @@ func (g *GameClient) handleUpdateServerInfoPacket(packet d2netpacket.NetPacket)
|
||||
|
||||
func (g *GameClient) handleAddPlayerPacket(packet d2netpacket.NetPacket) error {
|
||||
player := packet.PacketData.(d2netpacket.AddPlayerPacket)
|
||||
newPlayer := d2mapentity.CreatePlayer(player.ID, player.Name, player.X, player.Y, 0,
|
||||
newPlayer := d2mapentity.NewPlayer(player.ID, player.Name, player.X, player.Y, 0,
|
||||
player.HeroType, player.Stats, &player.Equipment)
|
||||
|
||||
g.Players[newPlayer.ID] = newPlayer
|
||||
@ -179,7 +179,7 @@ func (g *GameClient) handleAddPlayerPacket(packet d2netpacket.NetPacket) error {
|
||||
|
||||
func (g *GameClient) handleSpawnItemPacket(packet d2netpacket.NetPacket) error {
|
||||
item := packet.PacketData.(d2netpacket.SpawnItemPacket)
|
||||
itemEntity, err := d2mapentity.CreateItem(item.X, item.Y, item.Codes...)
|
||||
itemEntity, err := d2mapentity.NewItem(item.X, item.Y, item.Codes...)
|
||||
|
||||
if err == nil {
|
||||
g.MapEngine.AddEntity(itemEntity)
|
||||
@ -230,7 +230,7 @@ func (g *GameClient) handleCastSkillPacket(packet d2netpacket.NetPacket) error {
|
||||
player.ClearPath()
|
||||
|
||||
// currently hardcoded to missile skill
|
||||
missile, err := d2mapentity.CreateMissile(
|
||||
missile, err := d2mapentity.NewMissile(
|
||||
int(player.Position.X()),
|
||||
int(player.Position.Y()),
|
||||
d2datadict.Missiles[playerCast.SkillID],
|
||||
|
Loading…
Reference in New Issue
Block a user