package d2render import ( "image/color" "github.com/OpenDiablo2/D2Shared/d2helper" "github.com/OpenDiablo2/OpenDiablo2/d2asset" "github.com/OpenDiablo2/OpenDiablo2/d2render/d2surface" ) type Sprite struct { x int y int animation *d2asset.Animation } func LoadSprite(animationPath, palettePath string) (*Sprite, error) { animation, err := d2asset.LoadAnimation(animationPath, palettePath) if err != nil { return nil, err } return &Sprite{animation: animation}, nil } func MustLoadSprite(animationPath, palettePath string) *Sprite { sprite, err := LoadSprite(animationPath, palettePath) if err != nil { panic(err) } return sprite } func (s *Sprite) Render(target *d2surface.Surface) error { _, frameHeight := s.animation.GetCurrentFrameSize() target.PushTranslation(s.x, s.y-frameHeight) defer target.Pop() return s.animation.Render(target) } func (s *Sprite) RenderSegmented(target *d2surface.Surface, segmentsX, segmentsY, frameOffset int) error { var currentY int for y := 0; y < segmentsY; y++ { var currentX int var maxFrameHeight int for x := 0; x < segmentsX; x++ { if err := s.animation.SetCurrentFrame(x + y*segmentsX + frameOffset*segmentsX*segmentsY); err != nil { return err } target.PushTranslation(s.x+currentX, s.y+currentY) err := s.animation.Render(target) target.Pop() if err != nil { return err } frameWidth, frameHeight := s.GetCurrentFrameSize() maxFrameHeight = d2helper.MaxInt(maxFrameHeight, frameHeight) currentX += frameWidth } currentY += maxFrameHeight } return nil } func (s *Sprite) SetPosition(x, y int) { s.x = x s.y = y } func (s *Sprite) GetPosition() (int, int) { return s.x, s.y } func (s *Sprite) GetFrameSize(frameIndex int) (int, int, error) { return s.animation.GetFrameSize(frameIndex) } func (s *Sprite) GetCurrentFrameSize() (int, int) { return s.animation.GetCurrentFrameSize() } func (s *Sprite) GetFrameBounds() (int, int) { return s.animation.GetFrameBounds() } func (s *Sprite) GetCurrentFrame() int { return s.animation.GetCurrentFrame() } func (s *Sprite) GetFrameCount() int { return s.animation.GetFrameCount() } func (s *Sprite) IsOnFirstFrame() bool { return s.animation.IsOnFirstFrame() } func (s *Sprite) IsOnLastFrame() bool { return s.animation.IsOnLastFrame() } func (s *Sprite) GetDirectionCount() int { return s.animation.GetDirectionCount() } func (s *Sprite) SetDirection(directionIndex int) error { return s.animation.SetDirection(directionIndex) } func (s *Sprite) GetDirection() int { return s.animation.GetDirection() } func (s *Sprite) SetCurrentFrame(frameIndex int) error { return s.animation.SetCurrentFrame(frameIndex) } func (s *Sprite) Rewind() { s.animation.SetCurrentFrame(0) } func (s *Sprite) PlayForward() { s.animation.PlayForward() } func (s *Sprite) PlayBackward() { s.animation.PlayBackward() } func (s *Sprite) Pause() { s.animation.Pause() } func (s *Sprite) SetPlayLoop(loop bool) { s.animation.SetPlayLoop(loop) } func (s *Sprite) SetPlayLength(playLength float64) { s.animation.SetPlayLength(playLength) } func (s *Sprite) SetPlayLengthMs(playLengthMs int) { s.animation.SetPlayLengthMs(playLengthMs) } func (s *Sprite) SetColorMod(color color.Color) { s.animation.SetColorMod(color) } func (s *Sprite) SetBlend(blend bool) { s.animation.SetBlend(blend) } func (s *Sprite) Advance(elapsed float64) error { return s.animation.Advance(elapsed) }