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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-14 08:16:06 -05:00
OpenDiablo2/d2core/d2map/d2mapentity/missile.go
2020-07-23 12:56:50 -04:00

78 lines
2.1 KiB
Go

package d2mapentity
import (
"fmt"
"math"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
)
// Missile is a simple animated entity representing a projectile,
// such as a spell or arrow.
type Missile struct {
*AnimatedEntity
record *d2datadict.MissileRecord
}
// GetPosition returns the position of the missile
func (m *Missile) GetPosition() d2vector.Position {
return m.AnimatedEntity.Position
}
// GetVelocity returns the velocity vector of the missile
func (m *Missile) GetVelocity() d2vector.Vector {
return m.AnimatedEntity.velocity
}
// CreateMissile creates a new Missile and initializes it's animation.
func CreateMissile(x, y int, record *d2datadict.MissileRecord) (*Missile, error) {
animation, err := d2asset.LoadAnimation(
fmt.Sprintf("%s/%s.dcc", d2resource.MissileData, record.Animation.CelFileName),
d2resource.PaletteUnits,
)
if err != nil {
return nil, err
}
if record.Animation.HasSubLoop {
animation.SetSubLoop(record.Animation.SubStartingFrame, record.Animation.SubEndingFrame)
}
animation.SetEffect(d2enum.DrawEffectModulate)
animation.SetPlayLoop(record.Animation.LoopAnimation)
animation.PlayForward()
entity := CreateAnimatedEntity(x, y, animation)
result := &Missile{
AnimatedEntity: entity,
record: record,
}
result.Speed = float64(record.Velocity)
return result, nil
}
// SetRadians adjusts the entity target based on it's range, rotating it's
// current destination by the value of angle in radians.
func (m *Missile) SetRadians(angle float64, done func()) {
r := float64(m.record.Range)
x := m.Position.X() + (r * math.Cos(angle))
y := m.Position.Y() + (r * math.Sin(angle))
m.setTarget(d2vector.NewPosition(x, y), done)
}
// Advance is called once per frame and processes a
// single game tick.
func (m *Missile) Advance(tickTime float64) {
// TODO: collision detection
m.Step(tickTime)
m.AnimatedEntity.Advance(tickTime)
}