mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-10 06:16:27 -05:00
95 lines
2.7 KiB
Go
95 lines
2.7 KiB
Go
package d2map
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import (
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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/d2core/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
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)
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// AnimatedComposite represents a composite of animations that can be projected onto the map.
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type AnimatedComposite struct {
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mapEntity
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//animationMode string
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composite *d2asset.Composite
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direction int
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player *Player
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objectLookup *d2datadict.ObjectLookupRecord
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}
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// CreateAnimatedComposite creates an instance of AnimatedComposite
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func CreateAnimatedComposite(x, y int, object *d2datadict.ObjectLookupRecord, palettePath string) (*AnimatedComposite, error) {
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composite, err := d2asset.LoadComposite(object, palettePath)
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if err != nil {
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return nil, err
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}
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entity := &AnimatedComposite{
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mapEntity: createMapEntity(x, y),
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composite: composite,
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objectLookup: object,
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}
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entity.mapEntity.directioner = entity.rotate
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return entity, nil
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}
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func (ac *AnimatedComposite) SetPlayer(player *Player) {
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ac.player = player
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}
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func (ac *AnimatedComposite) SetAnimationMode(animationMode string) error {
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return ac.composite.SetMode(animationMode, ac.weaponClass, ac.direction)
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}
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// SetMode changes the graphical mode of this animated entity
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func (ac *AnimatedComposite) SetMode(animationMode, weaponClass string, direction int) error {
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ac.composite.SetMode(animationMode, weaponClass, direction)
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ac.direction = direction
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ac.weaponClass = weaponClass
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err := ac.composite.SetMode(animationMode, weaponClass, direction)
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if err != nil {
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err = ac.composite.SetMode(animationMode, "HTH", direction)
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ac.weaponClass = "HTH"
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}
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return err
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}
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// Render draws this animated entity onto the target
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func (ac *AnimatedComposite) Render(target d2render.Surface) {
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target.PushTranslation(
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ac.offsetX+int((ac.subcellX-ac.subcellY)*16),
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ac.offsetY+int(((ac.subcellX+ac.subcellY)*8)-5),
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)
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defer target.Pop()
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ac.composite.Render(target)
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}
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// rotate sets direction and changes animation
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func (ac *AnimatedComposite) rotate(angle float64) {
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// TODO: Check if is in town and if is player.
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newAnimationMode := ac.composite.GetAnimationMode()
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if !ac.IsAtTarget() {
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if ac.player != nil {
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if ac.player.IsInTown() {
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newAnimationMode = d2enum.AnimationModePlayerTownWalk.String()
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} else {
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newAnimationMode = d2enum.AnimationModePlayerWalk.String()
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}
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} else {
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newAnimationMode = d2enum.AnimationModeMonsterWalk.String()
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}
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}
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newDirection := angleToDirection(angle)
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if newAnimationMode != ac.composite.GetAnimationMode() || newDirection != ac.direction {
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ac.SetMode(newAnimationMode, ac.weaponClass, newDirection)
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}
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}
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func (ac *AnimatedComposite) Advance(elapsed float64) {
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ac.composite.Advance(elapsed)
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}
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