mirror of
https://github.com/OpenDiablo2/OpenDiablo2
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6e31cfb52a
* migrate to ebiten v2.0 API * fixed lint errors
82 lines
1.8 KiB
Go
82 lines
1.8 KiB
Go
package d2mapentity
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import (
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"fmt"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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)
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// AnimatedEntity represents an animation that can be projected onto the map.
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// nolint:structcheck,unused // variables are unused because it is incomplete
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type AnimatedEntity struct {
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mapEntity
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animation d2interface.Animation
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direction int
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action int
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repetitions int
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highlight bool
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}
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const (
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subtileWidth = 16 // pixels
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subtileHeight = 8
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subtileOffsetY = -5
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)
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const (
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highlightBrightness = 2
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)
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func translateSubtile(fx, fy float64) (x, y int) {
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return int(fx * subtileWidth), int(fy*subtileHeight) - subtileOffsetY
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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 d2interface.Surface) {
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renderOffset := ae.Position.RenderOffset()
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ox, oy := renderOffset.X(), renderOffset.Y()
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tx, ty := translateSubtile(ox-oy, ox+oy)
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target.PushTranslation(tx, ty)
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defer target.Pop()
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if ae.highlight {
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target.PushBrightness(highlightBrightness)
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defer target.Pop()
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ae.highlight = false
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}
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ae.animation.Render(target)
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}
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// GetDirection returns the current facing direction of this entity.
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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(direction int) {
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ae.direction = direction
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if err := ae.animation.SetDirection(ae.direction); err != nil {
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fmt.Printf("failed to update the animation direction, err: %v\n", err)
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}
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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 (ae *AnimatedEntity) Advance(elapsed float64) {
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if err := ae.animation.Advance(elapsed); err != nil {
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fmt.Printf("failed to advance the animation, err: %v\n", err)
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}
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}
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// SetHighlight sets the highlight state of the animated entity
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func (ae *AnimatedEntity) SetHighlight(set bool) {
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ae.highlight = set
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}
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