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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-10 14:26:15 -05:00
OpenDiablo2/d2core/d2map/d2mapentity/animated_entity.go
dk 55dc3e42ed
minor edits (#486)
* adding comments to d2interface for linter

* moved d2render renderer interfaces and types into d2interface
2020-06-29 00:41:58 -04:00

52 lines
1.2 KiB
Go

package d2mapentity
import (
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
)
// AnimatedEntity represents an animation that can be projected onto the map.
type AnimatedEntity struct {
mapEntity
direction int
action int
repetitions int
animation *d2asset.Animation
}
// CreateAnimatedEntity creates an instance of AnimatedEntity
func CreateAnimatedEntity(x, y int, animation *d2asset.Animation) *AnimatedEntity {
entity := &AnimatedEntity{
mapEntity: createMapEntity(x, y),
animation: animation,
}
entity.mapEntity.directioner = entity.rotate
return entity
}
// Render draws this animated entity onto the target
func (ae *AnimatedEntity) Render(target d2interface.Surface) {
target.PushTranslation(
ae.offsetX+int((ae.subcellX-ae.subcellY)*16),
ae.offsetY+int(((ae.subcellX+ae.subcellY)*8)-5),
)
defer target.Pop()
ae.animation.Render(target)
}
func (ae *AnimatedEntity) GetDirection() int {
return ae.direction
}
// rotate sets direction and changes animation
func (ae *AnimatedEntity) rotate(direction int) {
ae.direction = direction
ae.animation.SetDirection(ae.direction)
}
func (ae *AnimatedEntity) Advance(elapsed float64) {
ae.animation.Advance(elapsed)
}