mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-06 18:27:20 -05:00
49b9a190f2
* Render to surface, not ebiten texture * Fix debug text
239 lines
7.4 KiB
Go
239 lines
7.4 KiB
Go
package d2core
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import (
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"log"
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"math"
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"runtime"
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"strconv"
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"github.com/OpenDiablo2/D2Shared/d2common/d2resource"
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"github.com/OpenDiablo2/D2Shared/d2helper"
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"github.com/OpenDiablo2/OpenDiablo2/d2corecommon/d2coreinterface"
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"github.com/OpenDiablo2/OpenDiablo2/d2term"
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"github.com/OpenDiablo2/OpenDiablo2/d2render"
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"github.com/OpenDiablo2/D2Shared/d2data"
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"github.com/OpenDiablo2/D2Shared/d2data/d2datadict"
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"github.com/OpenDiablo2/OpenDiablo2/d2audio"
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"github.com/OpenDiablo2/D2Shared/d2common"
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"github.com/OpenDiablo2/OpenDiablo2/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2corecommon"
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"github.com/OpenDiablo2/OpenDiablo2/d2render/d2surface"
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"github.com/OpenDiablo2/OpenDiablo2/d2render/d2ui"
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/ebiten/inpututil"
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)
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// Engine is the core OpenDiablo2 engine
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type Engine struct {
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Settings *d2corecommon.Configuration // Engine configuration settings from json file
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CheckedPatch map[string]bool // First time we check a file, we'll check if it's in the patch. This notes that we've already checked that.
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LoadingSprite *d2render.Sprite // The sprite shown when loading stuff
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loadingProgress float64 // LoadingProcess is a range between 0.0 and 1.0. If set, loading screen displays.
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loadingIndex int // Determines which load function is currently being called
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thingsToLoad []func() // The load functions for the next scene
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stepLoadingSize float64 // The size for each loading step
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CurrentScene d2coreinterface.Scene // The current scene being rendered
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UIManager *d2ui.Manager // The UI manager
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SoundManager *d2audio.Manager // The sound manager
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nextScene d2coreinterface.Scene // The next scene to be loaded at the end of the game loop
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fullscreenKey bool // When true, the fullscreen toggle is still being pressed
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lastTime float64 // Last time we updated the scene
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showFPS bool
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timeScale float64
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}
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// CreateEngine creates and instance of the OpenDiablo2 engine
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func CreateEngine() *Engine {
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result := &Engine{timeScale: 1.0}
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result.Settings = d2corecommon.LoadConfiguration()
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if err := result.Settings.Save(); err != nil {
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log.Printf("could not load settings: %v", err)
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}
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d2asset.Initialize(result.Settings)
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d2resource.LanguageCode = result.Settings.Language
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d2datadict.LoadPalettes(nil, result)
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d2common.LoadTextDictionary(result)
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d2datadict.LoadLevelTypes(result)
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d2datadict.LoadLevelPresets(result)
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d2datadict.LoadLevelWarps(result)
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d2datadict.LoadObjectTypes(result)
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d2datadict.LoadObjects(result)
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d2datadict.LoadWeapons(result)
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d2datadict.LoadArmors(result)
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d2datadict.LoadMiscItems(result)
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d2datadict.LoadUniqueItems(result)
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d2datadict.LoadMissiles(result)
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d2datadict.LoadSounds(result)
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d2data.LoadAnimationData(result)
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d2datadict.LoadMonStats(result)
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LoadHeroObjects()
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result.SoundManager = d2audio.CreateManager()
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result.SoundManager.SetVolumes(result.Settings.BgmVolume, result.Settings.SfxVolume)
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result.UIManager = d2ui.CreateManager(*result.SoundManager)
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result.LoadingSprite, _ = d2render.LoadSprite(d2resource.LoadingScreen, d2resource.PaletteLoading)
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loadingSpriteSizeX, loadingSpriteSizeY := result.LoadingSprite.GetCurrentFrameSize()
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result.LoadingSprite.SetPosition(int(400-(loadingSpriteSizeX/2)), int(300+(loadingSpriteSizeY/2)))
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d2term.BindAction("timescale", "set scalar for elapsed time", func(scale float64) {
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if scale <= 0 {
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d2term.OutputError("invalid time scale value")
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} else {
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d2term.OutputInfo("timescale changed from %f to %f", result.timeScale, scale)
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result.timeScale = scale
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}
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})
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return result
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}
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func (v *Engine) LoadFile(fileName string) []byte {
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data, _ := d2asset.LoadFile(fileName)
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return data
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}
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// IsLoading returns true if the engine is currently in a loading state
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func (v Engine) IsLoading() bool {
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return v.loadingProgress < 1.0
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}
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// updateScene handles the scene maintenance for the engine
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func (v *Engine) updateScene() {
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if v.nextScene == nil {
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if v.thingsToLoad != nil {
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if v.loadingIndex < len(v.thingsToLoad) {
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v.thingsToLoad[v.loadingIndex]()
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v.loadingIndex++
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if v.loadingIndex < len(v.thingsToLoad) {
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v.StepLoading()
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} else {
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v.FinishLoading()
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v.thingsToLoad = nil
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}
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return
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}
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}
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return
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}
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if v.CurrentScene != nil {
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v.CurrentScene.Unload()
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runtime.GC()
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}
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v.CurrentScene = v.nextScene
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v.nextScene = nil
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v.UIManager.Reset()
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v.thingsToLoad = v.CurrentScene.Load()
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v.loadingIndex = 0
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v.SetLoadingStepSize(1.0 / float64(len(v.thingsToLoad)))
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v.ResetLoading()
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}
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// Update updates the internal state of the engine
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func (v *Engine) Update() {
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if ebiten.IsKeyPressed(ebiten.KeyAlt) && ebiten.IsKeyPressed(ebiten.KeyEnter) {
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if !v.fullscreenKey {
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ebiten.SetFullscreen(!ebiten.IsFullscreen())
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}
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v.fullscreenKey = true
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} else {
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v.fullscreenKey = false
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}
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if inpututil.IsKeyJustPressed(ebiten.KeyF6) {
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v.showFPS = !v.showFPS
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}
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if inpututil.IsKeyJustPressed(ebiten.KeyF8) {
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ebiten.SetVsyncEnabled(!ebiten.IsVsyncEnabled())
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}
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v.updateScene()
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if v.CurrentScene == nil {
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log.Fatal("no scene loaded")
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}
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if v.IsLoading() {
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return
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}
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currentTime := d2helper.Now()
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deltaTime := (currentTime - v.lastTime) * v.timeScale
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v.lastTime = currentTime
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v.CurrentScene.Update(deltaTime)
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v.UIManager.Update()
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d2term.Advance(deltaTime)
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}
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// Draw draws the game
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func (v Engine) Draw(target *d2surface.Surface) {
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if v.loadingProgress < 1.0 {
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v.LoadingSprite.SetCurrentFrame(int(d2helper.Max(0, d2helper.Min(uint32(v.LoadingSprite.GetFrameCount()-1), uint32(float64(v.LoadingSprite.GetFrameCount()-1)*v.loadingProgress)))))
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v.LoadingSprite.Render(target)
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} else {
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if v.CurrentScene == nil {
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log.Fatal("no scene loaded")
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}
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v.CurrentScene.Render(target)
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v.UIManager.Render(target)
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}
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if v.showFPS {
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target.PushTranslation(5, 565)
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target.DrawText("vsync:" + strconv.FormatBool(ebiten.IsVsyncEnabled()) + "\nFPS:" + strconv.Itoa(int(ebiten.CurrentFPS())))
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target.Pop()
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cx, cy := ebiten.CursorPosition()
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var m runtime.MemStats
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runtime.ReadMemStats(&m)
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target.PushTranslation(680, 0)
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target.DrawText("Alloc " + strconv.FormatInt(int64(m.Alloc)/1024/1024, 10))
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target.PushTranslation(0, 16)
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target.DrawText("Pause " + strconv.FormatInt(int64(m.PauseTotalNs/1024/1024), 10))
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target.PushTranslation(0, 16)
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target.DrawText("HeapSys " + strconv.FormatInt(int64(m.HeapSys/1024/1024), 10))
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target.PushTranslation(0, 16)
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target.DrawText("NumGC " + strconv.FormatInt(int64(m.NumGC), 10))
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target.PushTranslation(0, 16)
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target.DrawText("Coords " + strconv.FormatInt(int64(cx), 10) + "," + strconv.FormatInt(int64(cy), 10))
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target.PopN(5)
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}
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d2term.Render(target)
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}
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// SetNextScene tells the engine what scene to load on the next update cycle
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func (v *Engine) SetNextScene(nextScene d2coreinterface.Scene) {
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v.nextScene = nextScene
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}
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// SetLoadingStepSize sets the size of the loading step
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func (v *Engine) SetLoadingStepSize(size float64) {
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v.stepLoadingSize = size
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}
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// ResetLoading resets the loading progress
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func (v *Engine) ResetLoading() {
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v.loadingProgress = 0.0
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}
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// StepLoading increments the loading progress
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func (v *Engine) StepLoading() {
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v.loadingProgress = math.Min(1.0, v.loadingProgress+v.stepLoadingSize)
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}
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// FinishLoading terminates the loading phase
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func (v *Engine) FinishLoading() {
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v.loadingProgress = 1.0
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}
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