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https://github.com/OpenDiablo2/OpenDiablo2
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Fix animation issue and map layer rendering. (#181)
* Fixed animation 'catchup' issue. Fixed map layer rendering.
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@ -134,22 +134,18 @@ func (v *Engine) GenTiles(region *EngineRegion) {
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}
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func (v *Engine) RenderRegion(region EngineRegion, target *ebiten.Image) {
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tilesToRender := make([]RegionTile, len(region.Tiles))
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//tilesToRender := make([]RegionTile, len(region.Tiles))
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for i, tile := range region.Tiles {
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sx, sy := d2helper.IsoToScreen(tile.tileX+region.Rect.Left, tile.tileY+region.Rect.Top, int(v.OffsetX), int(v.OffsetY))
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for tileIdx := range region.Tiles {
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sx, sy := d2helper.IsoToScreen(region.Tiles[tileIdx].tileX+region.Rect.Left, region.Tiles[tileIdx].tileY+region.Rect.Top, int(v.OffsetX), int(v.OffsetY))
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if sx > -160 && sy > -160 && sx <= 880 && sy <= 1000 {
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tilesToRender[i] = tile
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v.RenderTile(region.Region, region.Tiles[tileIdx].offX, region.Tiles[tileIdx].offY, region.Tiles[tileIdx].tileX, region.Tiles[tileIdx].tileY, target)
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}
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}
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for _, tile := range tilesToRender {
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v.RenderTile(region.Region, tile.offX, tile.offY, tile.tileX, tile.tileY, target)
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}
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for _, tile := range tilesToRender {
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v.RenderTileObjects(region.Region, tile.offX, tile.offY, tile.tileX, tile.tileY, target)
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}
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//for _, tile := range tilesToRender {
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// v.RenderTileObjects(region.Region, tile.offX, tile.offY, tile.tileX, tile.tileY, target)
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//}
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}
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func (v *Engine) RenderTileObjects(region *Region, offX, offY, x, y int, target *ebiten.Image) {
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@ -209,10 +205,31 @@ func (v *Engine) RenderTile(region *Region, offX, offY, x, y int, target *ebiten
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region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeShadows, i, target)
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}
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for i := range tile.Walls {
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if tile.Walls[i].Orientation >= 15 {
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// Upper walls only
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continue
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}
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if tile.Walls[i].Hidden || tile.Walls[i].Orientation == 15 || tile.Walls[i].Orientation == 10 || tile.Walls[i].Orientation == 11 || tile.Walls[i].Orientation == 0 {
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continue
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}
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region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeWalls, i, target)
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}
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v.RenderTileObjects(region, offX, offY, x, y, target)
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for i := range tile.Walls {
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if tile.Walls[i].Orientation <= 15 {
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// Lower walls only
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continue
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}
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if tile.Walls[i].Hidden || tile.Walls[i].Orientation == 15 || tile.Walls[i].Orientation == 10 || tile.Walls[i].Orientation == 11 || tile.Walls[i].Orientation == 0 {
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continue
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}
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region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeWalls, i, target)
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}
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for i := range tile.Walls {
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if tile.Walls[i].Orientation != 15 {
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// Ceiling only
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continue
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}
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region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeWalls, i, target)
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}
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}
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@ -235,7 +235,7 @@ func (v *Sprite) updateAnimation() {
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timePerFrame = 1.0 / float64(len(v.Frames))
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}
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now := d2helper.Now()
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if v.LastFrameTime+timePerFrame < now {
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for v.LastFrameTime+timePerFrame < now {
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v.LastFrameTime += timePerFrame
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if !v.AnimateBackwards {
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v.Frame++
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@ -246,7 +246,7 @@ func (v *Sprite) updateAnimation() {
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v.Frame = 0
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}
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}
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return
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continue
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}
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v.Frame--
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if v.Frame < 0 {
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