mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-10 06:16:27 -05:00
e4c84c4fb9
* Take directions in the range of 0-63 * Shift direction handling in animation further back * Don't need to get the DCC direction here. Because it was added to animation. * Check direction is within range
52 lines
1.2 KiB
Go
52 lines
1.2 KiB
Go
package d2map
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import (
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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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// AnimatedEntity represents an animation that can be projected onto the map.
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type AnimatedEntity struct {
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mapEntity
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direction int
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action int
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repetitions int
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animation *d2asset.Animation
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}
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// CreateAnimatedEntity creates an instance of AnimatedEntity
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func CreateAnimatedEntity(x, y int, animation *d2asset.Animation) *AnimatedEntity {
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entity := &AnimatedEntity{
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mapEntity: createMapEntity(x, y),
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animation: animation,
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}
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entity.mapEntity.directioner = entity.rotate
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return entity
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}
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// Render draws this animated entity onto the target
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func (ae *AnimatedEntity) Render(target d2render.Surface) {
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target.PushTranslation(
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ae.offsetX+int((ae.subcellX-ae.subcellY)*16),
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ae.offsetY+int(((ae.subcellX+ae.subcellY)*8)-5),
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)
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defer target.Pop()
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ae.animation.Render(target)
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}
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func (ae AnimatedEntity) GetDirection() int {
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return ae.direction
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}
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// rotate sets direction and changes animation
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func (ae *AnimatedEntity) rotate(angle float64) {
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ae.direction = angleToDirection(angle)
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ae.animation.SetDirection(ae.direction)
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}
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func (ae *AnimatedEntity) Advance(elapsed float64) {
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ae.animation.Advance(elapsed)
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}
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