mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-14 08:16:06 -05:00
78 lines
2.1 KiB
Go
78 lines
2.1 KiB
Go
package d2mapentity
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import (
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"fmt"
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"math"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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)
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// Missile is a simple animated entity representing a projectile,
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// such as a spell or arrow.
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type Missile struct {
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*AnimatedEntity
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record *d2datadict.MissileRecord
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}
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// GetPosition returns the position of the missile
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func (m *Missile) GetPosition() d2vector.Position {
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return m.AnimatedEntity.Position
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}
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// GetVelocity returns the velocity vector of the missile
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func (m *Missile) GetVelocity() d2vector.Vector {
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return m.AnimatedEntity.velocity
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}
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// CreateMissile creates a new Missile and initializes it's animation.
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func CreateMissile(x, y int, record *d2datadict.MissileRecord) (*Missile, error) {
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animation, err := d2asset.LoadAnimation(
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fmt.Sprintf("%s/%s.dcc", d2resource.MissileData, record.Animation.CelFileName),
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d2resource.PaletteUnits,
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)
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if err != nil {
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return nil, err
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}
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if record.Animation.HasSubLoop {
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animation.SetSubLoop(record.Animation.SubStartingFrame, record.Animation.SubEndingFrame)
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}
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animation.SetEffect(d2enum.DrawEffectModulate)
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animation.SetPlayLoop(record.Animation.LoopAnimation)
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animation.PlayForward()
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entity := CreateAnimatedEntity(x, y, animation)
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result := &Missile{
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AnimatedEntity: entity,
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record: record,
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}
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result.Speed = float64(record.Velocity)
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return result, nil
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}
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// SetRadians adjusts the entity target based on it's range, rotating it's
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// current destination by the value of angle in radians.
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func (m *Missile) SetRadians(angle float64, done func()) {
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r := float64(m.record.Range)
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x := m.Position.X() + (r * math.Cos(angle))
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y := m.Position.Y() + (r * math.Sin(angle))
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m.setTarget(d2vector.NewPosition(x, y), done)
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}
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// Advance is called once per frame and processes a
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// single game tick.
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func (m *Missile) Advance(tickTime float64) {
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// TODO: collision detection
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m.Step(tickTime)
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m.AnimatedEntity.Advance(tickTime)
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}
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