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https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-12-25 11:36:26 -05:00
All characters now render in their proper location on the map
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@ -32,7 +32,7 @@ namespace OpenDiablo2.Core.Map_Engine
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//cOffY = (int)((cameraLocation.X + cameraLocation.Y) * (cellSizeY / 2));
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}
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}
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private const int
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cellSizeX = 160,
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cellSizeY = 80;
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@ -52,7 +52,7 @@ namespace OpenDiablo2.Core.Map_Engine
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private void OnLocatePlayers(int clientHash, IEnumerable<PlayerLocationDetails> playerLocationDetails)
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{
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foreach(var loc in playerLocationDetails)
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foreach (var loc in playerLocationDetails)
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{
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var cr = characterRenderers.FirstOrDefault(x => x.LocationDetails.PlayerId == loc.PlayerId);
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var newDirection = loc.MovementDirection != cr.LocationDetails.MovementDirection;
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@ -81,11 +81,11 @@ namespace OpenDiablo2.Core.Map_Engine
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cr.WeaponClass = info.WeaponClass;
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cr.Hero = info.Hero;
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cr.ArmorType = info.ArmorType;
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}
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// Add character renderers for characters that now exist
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foreach(var info in playerInfo.Where(x => !characterRenderers.Any(z => x.UID == z.UID)))
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foreach (var info in playerInfo.Where(x => !characterRenderers.Any(z => x.UID == z.UID)))
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{
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var cr = renderWindow.CreateCharacterRenderer();
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cr.UID = info.UID;
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@ -99,6 +99,9 @@ namespace OpenDiablo2.Core.Map_Engine
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}
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}
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const int skewX = 400;
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const int skewY = 300;
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public void Render()
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{
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var xOffset = gameState.CameraOffset;
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@ -106,9 +109,9 @@ namespace OpenDiablo2.Core.Map_Engine
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var cx = -(cameraLocation.X - Math.Truncate(cameraLocation.X));
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var cy = -(cameraLocation.Y - Math.Truncate(cameraLocation.Y));
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for (int ty = -7; ty <= 8; ty++)
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for (int ty = -7; ty <= 9; ty++)
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{
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for (int tx = -7; tx <= 8; tx++)
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for (int tx = -8; tx <= 8; tx++)
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{
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var ax = tx + Math.Truncate(cameraLocation.X);
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var ay = ty + Math.Truncate(cameraLocation.Y);
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@ -121,24 +124,40 @@ namespace OpenDiablo2.Core.Map_Engine
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foreach (var cellInfo in gameState.GetMapCellInfo((int)ax, (int)ay, eRenderCellType.Floor))
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renderWindow.DrawMapCell(cellInfo, 320 + px + (int)ox + xOffset, 300 + py + (int)oy);
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renderWindow.DrawMapCell(cellInfo, skewX + px + (int)ox + xOffset, skewY + py + (int)oy);
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}
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}
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for (int ty = -7; ty <= 9; ty++)
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{
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for (int tx = -8; tx <= 8; tx++)
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{
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var ax = tx + Math.Truncate(cameraLocation.X);
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var ay = ty + Math.Truncate(cameraLocation.Y);
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var px = (tx - ty) * (cellSizeX / 2);
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var py = (tx + ty) * (cellSizeY / 2);
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var ox = (cx - cy) * (cellSizeX / 2);
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var oy = (cx + cy) * (cellSizeY / 2);
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foreach (var cellInfo in gameState.GetMapCellInfo((int)ax, (int)ay, eRenderCellType.WallLower))
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renderWindow.DrawMapCell(cellInfo, 320 + px + (int)ox + xOffset, 300 + py + (int)oy + 80);
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renderWindow.DrawMapCell(cellInfo, skewX + px + (int)ox + xOffset, skewY + py + (int)oy + 80);
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foreach (var character in characterRenderers.Where(x => Math.Truncate(x.LocationDetails.PlayerX) == ax && Math.Truncate(x.LocationDetails.PlayerY) == ay))
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{
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var ptx = character.LocationDetails.PlayerX - Math.Truncate(cameraLocation.X);
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var pty = character.LocationDetails.PlayerY - Math.Truncate(cameraLocation.Y);
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var ppx = (ptx - pty) * (cellSizeX / 2);
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var ppy = (ptx + pty) * (cellSizeY / 2);
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character.Render(skewX + (int)ppx + (int)ox + xOffset, skewY + (int)ppy + (int)oy);
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}
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foreach (var cellInfo in gameState.GetMapCellInfo((int)ax, (int)ay, eRenderCellType.WallUpper))
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renderWindow.DrawMapCell(cellInfo, 320 + px + (int)ox + xOffset, 300 + py + (int)oy);
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// TODO: We need to render the characters infront of, or behind the wall properly...
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if (ty == 0 && tx == 0)
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{
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foreach (var character in characterRenderers/*.Where(x => Math.Truncate(x.LocationDetails.PlayerX) == ax && Math.Truncate(x.LocationDetails.PlayerY) == ay)*/)
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{
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// TODO: Temporary hack
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character.Render(400 + gameState.CameraOffset, 300);
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}
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}
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renderWindow.DrawMapCell(cellInfo, skewX + px + (int)ox + xOffset, skewY + py + (int)oy);
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foreach (var cellInfo in gameState.GetMapCellInfo((int)ax, (int)ay, eRenderCellType.Roof))
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renderWindow.DrawMapCell(cellInfo, 320 + px + (int)ox + xOffset, 300 + py + (int)oy);
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