mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-06 18:27:20 -05:00
a194913609
* Engine and region reorg * Remove unnecessary file diff * Remove extra render of debug mesh
150 lines
4.1 KiB
Go
150 lines
4.1 KiB
Go
package d2mapengine
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import (
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"strings"
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"github.com/hajimehoshi/ebiten"
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"github.com/OpenDiablo2/D2Shared/d2common/d2enum"
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"github.com/OpenDiablo2/D2Shared/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2audio"
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"github.com/OpenDiablo2/OpenDiablo2/d2core"
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)
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type MapEntity interface {
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Render(target *ebiten.Image, screenX, screenY int)
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GetPosition() (float64, float64)
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Advance(tickTime float64)
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}
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type MapEngine struct {
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soundManager *d2audio.Manager
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gameState *d2core.GameState
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fileProvider d2interface.FileProvider
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debugVisLevel int
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regions []*MapRegion
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entities []MapEntity
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viewport *Viewport
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camera Camera
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}
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func CreateMapEngine(gameState *d2core.GameState, soundManager *d2audio.Manager, fileProvider d2interface.FileProvider) *MapEngine {
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engine := &MapEngine{
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gameState: gameState,
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soundManager: soundManager,
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fileProvider: fileProvider,
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viewport: NewViewport(0, 0, 800, 600),
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}
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engine.viewport.SetCamera(&engine.camera)
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return engine
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}
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func (me *MapEngine) GetStartPosition() (float64, float64) {
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var startX, startY float64
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if len(me.regions) > 0 {
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region := me.regions[0]
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startX, startY = region.getStartTilePosition()
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}
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return startX, startY
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}
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func (me *MapEngine) GetCenterPosition() (float64, float64) {
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var centerX, centerY float64
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if len(me.regions) > 0 {
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region := me.regions[0]
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centerX = float64(region.tileRect.Left) + float64(region.tileRect.Width)/2
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centerY = float64(region.tileRect.Top) + float64(region.tileRect.Height)/2
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}
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return centerX, centerY
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}
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func (me *MapEngine) MoveCameraTo(x, y float64) {
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me.camera.MoveTo(x, y)
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}
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func (me *MapEngine) MoveCameraBy(x, y float64) {
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me.camera.MoveBy(x, y)
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}
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func (me *MapEngine) ScreenToWorld(x, y int) (float64, float64) {
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return me.viewport.ScreenToWorld(x, y)
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}
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func (me *MapEngine) ScreenToOrtho(x, y int) (float64, float64) {
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return me.viewport.ScreenToOrtho(x, y)
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}
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func (me *MapEngine) WorldToOrtho(x, y float64) (float64, float64) {
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return me.viewport.WorldToOrtho(x, y)
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}
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func (me *MapEngine) SetDebugVisLevel(debugVisLevel int) {
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me.debugVisLevel = debugVisLevel
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}
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func (me *MapEngine) GenerateMap(regionType d2enum.RegionIdType, levelPreset int, fileIndex int) {
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region, entities := loadRegion(me.gameState.Seed, 0, 0, regionType, levelPreset, me.fileProvider, fileIndex)
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me.regions = append(me.regions, region)
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me.entities = append(me.entities, entities...)
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}
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func (me *MapEngine) GenerateAct1Overworld() {
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me.soundManager.PlayBGM("/data/global/music/Act1/town1.wav") // TODO: Temp stuff here
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region, entities := loadRegion(me.gameState.Seed, 0, 0, d2enum.RegionAct1Town, 1, me.fileProvider, -1)
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me.regions = append(me.regions, region)
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me.entities = append(me.entities, entities...)
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if strings.Contains(region.regionPath, "E1") {
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region, entities := loadRegion(me.gameState.Seed, int(region.tileRect.Width-1), 0, d2enum.RegionAct1Town, 2, me.fileProvider, -1)
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me.regions = append(me.regions, region)
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me.entities = append(me.entities, entities...)
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} else if strings.Contains(region.regionPath, "S1") {
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region, entities := loadRegion(me.gameState.Seed, 0, int(region.tileRect.Height-1), d2enum.RegionAct1Town, 3, me.fileProvider, -1)
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me.regions = append(me.regions, region)
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me.entities = append(me.entities, entities...)
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}
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}
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func (me *MapEngine) GetRegionAtTile(x, y int) *MapRegion {
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for _, region := range me.regions {
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if region.tileRect.IsInRect(x, y) {
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return region
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}
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}
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return nil
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}
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func (me *MapEngine) AddEntity(entity MapEntity) {
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me.entities = append(me.entities, entity)
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}
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func (me *MapEngine) Advance(tickTime float64) {
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for _, region := range me.regions {
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if region.isVisbile(me.viewport) {
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region.advance(tickTime)
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}
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}
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for _, entity := range me.entities {
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entity.Advance(tickTime)
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}
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}
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func (me *MapEngine) Render(target *ebiten.Image) {
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for _, region := range me.regions {
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if region.isVisbile(me.viewport) {
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region.renderPass1(me.viewport, target)
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region.renderDebug(me.debugVisLevel, me.viewport, target)
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region.renderPass2(me.entities, me.viewport, target)
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region.renderPass3(me.viewport, target)
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}
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}
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}
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