package d2gamescene import ( "image/color" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2gamestate" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2input" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2map" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2render" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui" "github.com/OpenDiablo2/OpenDiablo2/d2game/d2player" ) type Game struct { gameState *d2gamestate.GameState pentSpinLeft *d2ui.Sprite pentSpinRight *d2ui.Sprite testLabel d2ui.Label mapEngine *d2map.MapEngine hero *d2map.Hero gameControls *d2player.GameControls } func CreateGame(gameState *d2gamestate.GameState) *Game { return &Game{gameState: gameState} } func (v *Game) OnLoad() error { animation, _ := d2asset.LoadAnimation(d2resource.PentSpin, d2resource.PaletteSky) v.pentSpinLeft, _ = d2ui.LoadSprite(animation) v.pentSpinLeft.PlayBackward() v.pentSpinLeft.SetPlayLengthMs(475) v.pentSpinLeft.SetPosition(100, 300) animation, _ = d2asset.LoadAnimation(d2resource.PentSpin, d2resource.PaletteSky) v.pentSpinRight, _ = d2ui.LoadSprite(animation) v.pentSpinRight.PlayForward() v.pentSpinRight.SetPlayLengthMs(475) v.pentSpinRight.SetPosition(650, 300) v.testLabel = d2ui.CreateLabel(d2resource.Font42, d2resource.PaletteUnits) v.testLabel.Alignment = d2ui.LabelAlignCenter v.testLabel.SetText("Soon :tm:") v.testLabel.SetPosition(400, 250) v.mapEngine = d2map.CreateMapEngine(v.gameState) v.mapEngine.GenerateMap(d2enum.RegionAct1Town, 1, 0) startX, startY := v.mapEngine.GetStartPosition() v.hero = d2map.CreateHero( int(startX*5)+3, int(startY*5)+3, 0, v.gameState.HeroType, v.gameState.Equipment, ) v.mapEngine.AddEntity(v.hero) v.gameControls = d2player.NewGameControls(v.hero, v.mapEngine) v.gameControls.Load() d2input.BindHandler(v.gameControls) return nil } func (v *Game) OnUnload() error { d2input.UnbindHandler(v.gameControls) return nil } func (v *Game) Render(screen d2render.Surface) error { screen.Clear(color.Black) v.mapEngine.Render(screen) v.gameControls.Render(screen) return nil } func (v *Game) Advance(tickTime float64) error { v.mapEngine.Advance(tickTime) rx, ry := v.mapEngine.WorldToOrtho(v.hero.AnimatedComposite.LocationX/5, v.hero.AnimatedComposite.LocationY/5) v.mapEngine.MoveCameraTo(rx, ry) return nil }