mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-06 18:27:20 -05:00
1b03e691b9
* Work on resource loading * Use new material flag name. (#261) Update ebiten ref while at it * Hopefully fix CI (#262) * Don't try to copy config.json on travis (#263) I doesn't exist anymore * Update D2Shared references * Fix character selection rect Co-authored-by: Ziemas <ziemas@ziemas.se>
72 lines
1.7 KiB
Go
72 lines
1.7 KiB
Go
package d2core
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import (
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"github.com/OpenDiablo2/D2Shared/d2common"
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"github.com/OpenDiablo2/D2Shared/d2common/d2enum"
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"github.com/OpenDiablo2/D2Shared/d2data/d2datadict"
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"github.com/OpenDiablo2/OpenDiablo2/d2render"
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"github.com/hajimehoshi/ebiten"
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)
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type NPC struct {
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AnimatedEntity d2render.AnimatedEntity
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HasPaths bool
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Paths []d2common.Path
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path int
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}
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func CreateNPC(x, y int32, object *d2datadict.ObjectLookupRecord, direction int) *NPC {
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result := &NPC{
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AnimatedEntity: d2render.CreateAnimatedEntity(x, y, object, d2enum.Units),
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HasPaths: false,
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}
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result.AnimatedEntity.SetMode(object.Mode, object.Class, direction)
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return result
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}
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func (v *NPC) Path() d2common.Path {
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return v.Paths[v.path]
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}
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func (v *NPC) NextPath() d2common.Path {
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v.path++
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if v.path == len(v.Paths) {
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v.path = 0
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}
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return v.Paths[v.path]
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}
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func (v *NPC) SetPaths(paths []d2common.Path) {
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v.Paths = paths
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v.HasPaths = len(paths) > 0
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}
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func (v *NPC) Render(target *ebiten.Image, offsetX, offsetY int) {
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v.AnimatedEntity.Render(target, offsetX, offsetY)
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}
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func (v *NPC) GetPosition() (float64, float64) {
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return v.AnimatedEntity.GetPosition()
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}
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func (v *NPC) Advance(tickTime float64) {
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if v.HasPaths &&
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v.AnimatedEntity.LocationX == v.AnimatedEntity.TargetX &&
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v.AnimatedEntity.LocationY == v.AnimatedEntity.TargetY &&
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v.AnimatedEntity.Wait() {
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// If at the target, set target to the next path.
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path := v.NextPath()
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v.AnimatedEntity.SetTarget(
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float64(path.X),
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float64(path.Y),
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path.Action,
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)
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}
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if v.AnimatedEntity.LocationX != v.AnimatedEntity.TargetX ||
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v.AnimatedEntity.LocationY != v.AnimatedEntity.TargetY {
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v.AnimatedEntity.Step(tickTime)
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}
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}
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