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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-02 17:27:23 -04:00
OpenDiablo2/d2game/d2gamescene/game.go
nicholas-eden bdfdeda67b
Add support for missiles (#308)
* WIP: Add support for missiles

Break AnimatedEntity into two parts to support single and composite animations.  Summon misssiles on right click.

* Break animated entity down further

Move npc only logic to npc struct, reduce duplication in map entities

* Change a bunch of int32s to int
2020-02-22 20:44:30 -05:00

89 lines
2.4 KiB
Go

package d2gamescene
import (
"image/color"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2gamestate"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2input"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
"github.com/OpenDiablo2/OpenDiablo2/d2game/d2player"
)
type Game struct {
gameState *d2gamestate.GameState
pentSpinLeft *d2ui.Sprite
pentSpinRight *d2ui.Sprite
testLabel d2ui.Label
mapEngine *d2map.MapEngine
hero *d2map.Hero
gameControls *d2player.GameControls
}
func CreateGame(gameState *d2gamestate.GameState) *Game {
return &Game{gameState: gameState}
}
func (v *Game) OnLoad() error {
animation, _ := d2asset.LoadAnimation(d2resource.PentSpin, d2resource.PaletteSky)
v.pentSpinLeft, _ = d2ui.LoadSprite(animation)
v.pentSpinLeft.PlayBackward()
v.pentSpinLeft.SetPlayLengthMs(475)
v.pentSpinLeft.SetPosition(100, 300)
animation, _ = d2asset.LoadAnimation(d2resource.PentSpin, d2resource.PaletteSky)
v.pentSpinRight, _ = d2ui.LoadSprite(animation)
v.pentSpinRight.PlayForward()
v.pentSpinRight.SetPlayLengthMs(475)
v.pentSpinRight.SetPosition(650, 300)
v.testLabel = d2ui.CreateLabel(d2resource.Font42, d2resource.PaletteUnits)
v.testLabel.Alignment = d2ui.LabelAlignCenter
v.testLabel.SetText("Soon :tm:")
v.testLabel.SetPosition(400, 250)
v.mapEngine = d2map.CreateMapEngine(v.gameState)
v.mapEngine.GenerateMap(d2enum.RegionAct1Town, 1, 0)
startX, startY := v.mapEngine.GetStartPosition()
v.hero = d2map.CreateHero(
int(startX*5)+3,
int(startY*5)+3,
0,
v.gameState.HeroType,
v.gameState.Equipment,
)
v.mapEngine.AddEntity(v.hero)
v.gameControls = d2player.NewGameControls(v.hero, v.mapEngine)
v.gameControls.Load()
d2input.BindHandler(v.gameControls)
return nil
}
func (v *Game) OnUnload() error {
d2input.UnbindHandler(v.gameControls)
return nil
}
func (v *Game) Render(screen d2render.Surface) error {
screen.Clear(color.Black)
v.mapEngine.Render(screen)
v.gameControls.Render(screen)
return nil
}
func (v *Game) Advance(tickTime float64) error {
v.mapEngine.Advance(tickTime)
rx, ry := v.mapEngine.WorldToOrtho(v.hero.AnimatedComposite.LocationX/5, v.hero.AnimatedComposite.LocationY/5)
v.mapEngine.MoveCameraTo(rx, ry)
return nil
}