package d2render import ( "encoding/binary" "image" "image/color" "log" "sync" "github.com/OpenDiablo2/D2Shared/d2helper" "github.com/OpenDiablo2/OpenDiablo2/d2corehelper" "github.com/OpenDiablo2/D2Shared/d2data/d2datadict" "github.com/hajimehoshi/ebiten" ) // Sprite represents a type of object in D2 that is comprised of one or more frames and directions type Sprite struct { Directions uint32 FramesPerDirection uint32 Frames []SpriteFrame SpecialFrameTime int AnimateBackwards bool // Because why not StopOnLastFrame bool X, Y int Frame, Direction int16 Blend bool LastFrameTime float64 Animate bool ColorMod color.Color valid bool } // SpriteFrame represents a single frame of a sprite type SpriteFrame struct { Flip uint32 Width uint32 Height uint32 OffsetX int32 OffsetY int32 Unknown uint32 NextBlock uint32 Length uint32 ImageData []int16 FrameData []byte Image *ebiten.Image } // CreateSprite creates an instance of a sprite func CreateSprite(data []byte, palette d2datadict.PaletteRec) Sprite { result := Sprite{ X: 50, Y: 50, Frame: 0, Direction: 0, Blend: false, ColorMod: nil, Directions: binary.LittleEndian.Uint32(data[16:20]), FramesPerDirection: binary.LittleEndian.Uint32(data[20:24]), Animate: false, LastFrameTime: d2helper.Now(), SpecialFrameTime: -1, StopOnLastFrame: false, valid: false, AnimateBackwards: false, } dataPointer := uint32(24) totalFrames := result.Directions * result.FramesPerDirection framePointers := make([]uint32, totalFrames) for i := uint32(0); i < totalFrames; i++ { framePointers[i] = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4]) dataPointer += 4 } result.Frames = make([]SpriteFrame, totalFrames) wg := sync.WaitGroup{} wg.Add(int(totalFrames)) for i := uint32(0); i < totalFrames; i++ { go func(i uint32) { defer wg.Done() dataPointer := framePointers[i] result.Frames[i] = SpriteFrame{} result.Frames[i].Flip = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4]) dataPointer += 4 result.Frames[i].Width = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4]) dataPointer += 4 result.Frames[i].Height = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4]) dataPointer += 4 result.Frames[i].OffsetX = d2helper.BytesToInt32(data[dataPointer : dataPointer+4]) dataPointer += 4 result.Frames[i].OffsetY = d2helper.BytesToInt32(data[dataPointer : dataPointer+4]) dataPointer += 4 result.Frames[i].Unknown = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4]) dataPointer += 4 result.Frames[i].NextBlock = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4]) dataPointer += 4 result.Frames[i].Length = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4]) dataPointer += 4 result.Frames[i].ImageData = make([]int16, result.Frames[i].Width*result.Frames[i].Height) for fi := range result.Frames[i].ImageData { result.Frames[i].ImageData[fi] = -1 } x := uint32(0) y := result.Frames[i].Height - 1 for { b := data[dataPointer] dataPointer++ if b == 0x80 { if y == 0 { break } y-- x = 0 } else if (b & 0x80) > 0 { transparentPixels := b & 0x7F for ti := byte(0); ti < transparentPixels; ti++ { result.Frames[i].ImageData[x+(y*result.Frames[i].Width)+uint32(ti)] = -1 } x += uint32(transparentPixels) } else { for bi := 0; bi < int(b); bi++ { result.Frames[i].ImageData[x+(y*result.Frames[i].Width)+uint32(bi)] = int16(data[dataPointer]) dataPointer++ } x += uint32(b) } } var img = image.NewRGBA(image.Rect(0, 0, int(result.Frames[i].Width), int(result.Frames[i].Height))) for ii := uint32(0); ii < result.Frames[i].Width*result.Frames[i].Height; ii++ { if result.Frames[i].ImageData[ii] < 1 { // TODO: Is this == -1 or < 1? continue } img.Pix[ii*4] = palette.Colors[result.Frames[i].ImageData[ii]].R img.Pix[(ii*4)+1] = palette.Colors[result.Frames[i].ImageData[ii]].G img.Pix[(ii*4)+2] = palette.Colors[result.Frames[i].ImageData[ii]].B img.Pix[(ii*4)+3] = 0xFF } newImage, _ := ebiten.NewImageFromImage(img, ebiten.FilterNearest) result.Frames[i].Image = newImage img = nil }(i) } wg.Wait() result.valid = true return result } func (v Sprite) IsValid() bool { return v.valid } // GetSize returns the size of the sprite func (v Sprite) GetSize() (uint32, uint32) { frame := v.Frames[uint32(v.Frame)+(uint32(v.Direction)*v.FramesPerDirection)] return frame.Width, frame.Height } func (v *Sprite) updateAnimation() { if !v.Animate { return } var timePerFrame float64 if v.SpecialFrameTime >= 0 { timePerFrame = (float64(v.SpecialFrameTime) / float64(len(v.Frames))) / 1000.0 } else { timePerFrame = 1.0 / float64(len(v.Frames)) } now := d2helper.Now() for v.LastFrameTime+timePerFrame < now { v.LastFrameTime += timePerFrame if !v.AnimateBackwards { v.Frame++ if v.Frame >= int16(v.FramesPerDirection) { if v.StopOnLastFrame { v.Frame = int16(v.FramesPerDirection) - 1 } else { v.Frame = 0 } } continue } v.Frame-- if v.Frame < 0 { if v.StopOnLastFrame { v.Frame = 0 } else { v.Frame = int16(v.FramesPerDirection) - 1 } } } } func (v *Sprite) ResetAnimation() { v.LastFrameTime = d2helper.Now() v.Frame = 0 } func (v Sprite) OnLastFrame() bool { return v.Frame == int16(v.FramesPerDirection-1) } // GetFrameSize returns the size of the specific frame func (v Sprite) GetFrameSize(frame int) (width, height uint32) { width = v.Frames[frame].Width height = v.Frames[frame].Height return } // GetTotalFrames returns the number of frames in this sprite (for all directions) func (v Sprite) GetTotalFrames() int { return len(v.Frames) } // Draw draws the sprite onto the target func (v *Sprite) Draw(target *ebiten.Image) { v.updateAnimation() opts := &ebiten.DrawImageOptions{} frame := v.Frames[uint32(v.Frame)+(uint32(v.Direction)*v.FramesPerDirection)] opts.GeoM.Translate( float64(int32(v.X)+frame.OffsetX), float64(int32(v.Y)-int32(frame.Height)+frame.OffsetY), ) if v.Blend { opts.CompositeMode = ebiten.CompositeModeLighter } else { opts.CompositeMode = ebiten.CompositeModeSourceOver } if v.ColorMod != nil { opts.ColorM = d2corehelper.ColorToColorM(v.ColorMod) } if err := target.DrawImage(frame.Image, opts); err != nil { log.Panic(err.Error()) } } // DrawSegments draws the sprite via a grid of segments func (v *Sprite) DrawSegments(target *ebiten.Image, xSegments, ySegments, offset int) { v.updateAnimation() yOffset := int32(0) for y := 0; y < ySegments; y++ { xOffset := int32(0) biggestYOffset := int32(0) for x := 0; x < xSegments; x++ { frame := v.Frames[uint32(x+(y*xSegments)+(offset*xSegments*ySegments))] opts := &ebiten.DrawImageOptions{} opts.GeoM.Translate( float64(int32(v.X)+frame.OffsetX+xOffset), float64(int32(v.Y)+frame.OffsetY+yOffset), ) if v.Blend { opts.CompositeMode = ebiten.CompositeModeLighter } else { opts.CompositeMode = ebiten.CompositeModeSourceOver } if v.ColorMod != nil { opts.ColorM = d2corehelper.ColorToColorM(v.ColorMod) } if err := target.DrawImage(frame.Image, opts); err != nil { log.Panic(err.Error()) } xOffset += int32(frame.Width) biggestYOffset = d2helper.MaxInt32(biggestYOffset, int32(frame.Height)) } yOffset += biggestYOffset } } // MoveTo moves the sprite to the specified coordinates func (v *Sprite) MoveTo(x, y int) { v.X = x v.Y = y } // GetLocation returns the location of the sprite func (v Sprite) GetLocation() (int, int) { return v.X, v.Y }