package d2scene import ( "image/color" "github.com/OpenDiablo2/D2Shared/d2helper" "github.com/OpenDiablo2/OpenDiablo2/d2render/d2mapengine" "github.com/OpenDiablo2/D2Shared/d2common/d2enum" "github.com/OpenDiablo2/D2Shared/d2common/d2interface" "github.com/OpenDiablo2/D2Shared/d2common/d2resource" "github.com/OpenDiablo2/D2Shared/d2data/d2datadict" "github.com/OpenDiablo2/OpenDiablo2/d2audio" "github.com/OpenDiablo2/OpenDiablo2/d2core" "github.com/OpenDiablo2/OpenDiablo2/d2corecommon/d2coreinterface" "github.com/OpenDiablo2/OpenDiablo2/d2render" "github.com/OpenDiablo2/OpenDiablo2/d2render/d2ui" "github.com/hajimehoshi/ebiten" ) type Game struct { gameState *d2core.GameState uiManager *d2ui.Manager soundManager *d2audio.Manager fileProvider d2interface.FileProvider sceneProvider d2coreinterface.SceneProvider pentSpinLeft d2render.Sprite pentSpinRight d2render.Sprite testLabel d2ui.Label mapEngine *d2mapengine.Engine } func CreateGame( fileProvider d2interface.FileProvider, sceneProvider d2coreinterface.SceneProvider, uiManager *d2ui.Manager, soundManager *d2audio.Manager, gameState *d2core.GameState, ) *Game { result := &Game{ gameState: gameState, fileProvider: fileProvider, uiManager: uiManager, soundManager: soundManager, sceneProvider: sceneProvider, } return result } func (v *Game) Load() []func() { return []func(){ func() { v.pentSpinLeft = d2render.CreateSprite(v.fileProvider.LoadFile(d2resource.PentSpin), d2datadict.Palettes[d2enum.Sky]) v.pentSpinLeft.Animate = true v.pentSpinLeft.AnimateBackwards = true v.pentSpinLeft.SpecialFrameTime = 475 v.pentSpinLeft.MoveTo(100, 300) }, func() { v.pentSpinRight = d2render.CreateSprite(v.fileProvider.LoadFile(d2resource.PentSpin), d2datadict.Palettes[d2enum.Sky]) v.pentSpinRight.Animate = true v.pentSpinRight.SpecialFrameTime = 475 v.pentSpinRight.MoveTo(650, 300) }, func() { v.testLabel = d2ui.CreateLabel(v.fileProvider, d2resource.Font42, d2enum.Units) v.testLabel.Alignment = d2ui.LabelAlignCenter v.testLabel.SetText("Soon :tm:") v.testLabel.MoveTo(400, 250) }, func() { v.mapEngine = d2mapengine.CreateMapEngine(v.gameState, v.soundManager, v.fileProvider) // TODO: This needs to be different depending on the act of the player v.mapEngine.GenerateMap(d2enum.RegionAct1Town, 1, 0) region := v.mapEngine.GetRegion(0) rx, ry := d2helper.IsoToScreen(int(region.Region.StartX), int(region.Region.StartY), 0, 0) v.mapEngine.CenterCameraOn(float64(rx), float64(ry)) v.mapEngine.Hero = d2core.CreateHero( int32((region.Region.StartX*5)+3), int32((region.Region.StartY*5)+3), 0, v.gameState.HeroType, v.gameState.Equipment, v.fileProvider) }, } } func (v *Game) Unload() { } func (v Game) Render(screen *ebiten.Image) { screen.Fill(color.Black) v.mapEngine.Render(screen) } func (v *Game) Update(tickTime float64) { // TODO: Pathfinding if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) { mx, my := ebiten.CursorPosition() px, py := d2helper.ScreenToIso(float64(mx)-v.mapEngine.OffsetX, float64(my)-v.mapEngine.OffsetY) angle := 359 - d2helper.GetAngleBetween( v.mapEngine.Hero.AnimatedEntity.LocationX, v.mapEngine.Hero.AnimatedEntity.LocationY, px, py, ) directionIndex := int((float64(angle) / 360.0) * 16.0) newDirection := d2render.DirectionLookup[directionIndex] if newDirection != v.mapEngine.Hero.AnimatedEntity.GetDirection() { v.mapEngine.Hero.AnimatedEntity.SetMode(d2enum.AnimationModePlayerTownNeutral.String(), v.mapEngine.Hero.Equipment.RightHand.GetWeaponClass(), newDirection) } } rx, ry := d2helper.IsoToScreen(int(v.mapEngine.Hero.AnimatedEntity.LocationX), int(v.mapEngine.Hero.AnimatedEntity.LocationY), 0, 0) v.mapEngine.CenterCameraOn(float64(rx), float64(ry)) }