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OpenDiablo2/d2core/d2scene/game.go
nicholas-eden d6769975cd Initial inventory handling (#270)
Add struct to display inventory panel.
Add struct to handle inventory and merchant grids.

Hook up `i` key to toggle inventory panel.
2019-12-28 23:32:53 -05:00

104 lines
2.8 KiB
Go

package d2scene
import (
"image/color"
"github.com/OpenDiablo2/D2Shared/d2common/d2enum"
"github.com/OpenDiablo2/D2Shared/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2audio"
"github.com/OpenDiablo2/OpenDiablo2/d2core"
"github.com/OpenDiablo2/OpenDiablo2/d2corecommon/d2coreinterface"
"github.com/OpenDiablo2/OpenDiablo2/d2player"
"github.com/OpenDiablo2/OpenDiablo2/d2render"
"github.com/OpenDiablo2/OpenDiablo2/d2render/d2mapengine"
"github.com/OpenDiablo2/OpenDiablo2/d2render/d2surface"
"github.com/OpenDiablo2/OpenDiablo2/d2render/d2ui"
)
type Game struct {
gameState *d2core.GameState
uiManager *d2ui.Manager
soundManager *d2audio.Manager
sceneProvider d2coreinterface.SceneProvider
pentSpinLeft *d2render.Sprite
pentSpinRight *d2render.Sprite
testLabel d2ui.Label
mapEngine *d2mapengine.MapEngine
hero *d2core.Hero
gameControls *d2player.GameControls
}
func CreateGame(
sceneProvider d2coreinterface.SceneProvider,
uiManager *d2ui.Manager,
soundManager *d2audio.Manager,
gameState *d2core.GameState,
) *Game {
result := &Game{
gameState: gameState,
uiManager: uiManager,
soundManager: soundManager,
sceneProvider: sceneProvider,
}
return result
}
func (v *Game) Load() []func() {
return []func(){
func() {
v.pentSpinLeft, _ = d2render.LoadSprite(d2resource.PentSpin, d2resource.PaletteSky)
v.pentSpinLeft.PlayBackward()
v.pentSpinLeft.SetPlayLengthMs(475)
v.pentSpinLeft.SetPosition(100, 300)
},
func() {
v.pentSpinRight, _ = d2render.LoadSprite(d2resource.PentSpin, d2resource.PaletteSky)
v.pentSpinRight.PlayForward()
v.pentSpinRight.SetPlayLengthMs(475)
v.pentSpinRight.SetPosition(650, 300)
},
func() {
v.testLabel = d2ui.CreateLabel(d2resource.Font42, d2resource.PaletteUnits)
v.testLabel.Alignment = d2ui.LabelAlignCenter
v.testLabel.SetText("Soon :tm:")
v.testLabel.SetPosition(400, 250)
},
func() {
v.mapEngine = d2mapengine.CreateMapEngine(v.gameState, v.soundManager)
v.mapEngine.GenerateMap(d2enum.RegionAct1Town, 1, 0)
startX, startY := v.mapEngine.GetStartPosition()
v.hero = d2core.CreateHero(
int32(startX*5)+3,
int32(startY*5)+3,
0,
v.gameState.HeroType,
v.gameState.Equipment,
)
v.mapEngine.AddEntity(v.hero)
},
func() {
v.gameControls = d2player.NewGameControls(v.hero, v.mapEngine)
v.gameControls.Load()
},
}
}
func (v *Game) Unload() {
}
func (v Game) Render(screen *d2surface.Surface) {
screen.Clear(color.Black)
v.mapEngine.Render(screen)
v.gameControls.Render(screen)
}
func (v *Game) Advance(tickTime float64) {
v.mapEngine.Advance(tickTime)
rx, ry := v.mapEngine.WorldToOrtho(v.hero.AnimatedEntity.LocationX/5, v.hero.AnimatedEntity.LocationY/5)
v.mapEngine.MoveCameraTo(rx, ry)
v.gameControls.Update(tickTime)
}