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OpenDiablo2/d2core/npc.go
nicholas-eden b5db51800c Setup NPCs to follow paths (#243)
Change location to contain canonical location, add field to get rounded location for tile rendering.
If NPC has path, loop through path.
2019-12-06 09:44:51 -05:00

49 lines
1.2 KiB
Go

package d2core
import (
"github.com/OpenDiablo2/D2Shared/d2common"
"github.com/OpenDiablo2/D2Shared/d2common/d2enum"
"github.com/OpenDiablo2/D2Shared/d2common/d2interface"
"github.com/OpenDiablo2/D2Shared/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2render"
"github.com/hajimehoshi/ebiten"
)
type NPC struct {
AnimatedEntity d2render.AnimatedEntity
HasPaths bool
Paths []d2common.Path
path int
}
func CreateNPC(x, y int32, object *d2datadict.ObjectLookupRecord, fileProvider d2interface.FileProvider, direction int) *NPC {
result := &NPC{
AnimatedEntity: d2render.CreateAnimatedEntity(x, y, object, fileProvider, d2enum.Units),
HasPaths: false,
}
result.AnimatedEntity.SetMode(object.Mode, object.Class, direction)
return result
}
func (v *NPC) Path() d2common.Path {
return v.Paths[v.path]
}
func (v *NPC) NextPath() d2common.Path {
v.path++
if v.path == len(v.Paths) {
v.path = 0
}
return v.Paths[v.path]
}
func (v *NPC) SetPaths(paths []d2common.Path) {
v.Paths = paths
v.HasPaths = len(paths) > 0
}
func (v *NPC) Render(target *ebiten.Image, offsetX, offsetY int) {
v.AnimatedEntity.Render(target, offsetX, offsetY)
}