mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-09 19:57:20 -05:00
6a8b9aada1
* adding debug printing boxes for entity bounds * minor edits - adding `spawnmon` command. currently does not have a netpacket, just for debug - adding `GetSize` method to map entities for getting frame bounds (for debug printing) * bug fix
69 lines
1.6 KiB
Go
69 lines
1.6 KiB
Go
package d2mapentity
|
|
|
|
import (
|
|
"fmt"
|
|
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
|
|
)
|
|
|
|
// AnimatedEntity represents an animation that can be projected onto the map.
|
|
type AnimatedEntity struct {
|
|
mapEntity
|
|
animation d2interface.Animation
|
|
|
|
direction int
|
|
action int
|
|
repetitions int
|
|
|
|
highlight bool
|
|
}
|
|
|
|
// Render draws this animated entity onto the target
|
|
func (ae *AnimatedEntity) Render(target d2interface.Surface) {
|
|
renderOffset := ae.Position.RenderOffset()
|
|
ox, oy := renderOffset.X(), renderOffset.Y()
|
|
tx, ty := int((ox-oy)*16), int((ox+oy)*8)-5
|
|
|
|
target.PushTranslation(tx, ty)
|
|
|
|
defer target.Pop()
|
|
|
|
if ae.highlight {
|
|
target.PushBrightness(2)
|
|
defer target.Pop()
|
|
|
|
ae.highlight = false
|
|
}
|
|
|
|
if err := ae.animation.Render(target); err != nil {
|
|
fmt.Printf("failed to render animated entity, err: %v\n", err)
|
|
}
|
|
}
|
|
|
|
// GetDirection returns the current facing direction of this entity.
|
|
func (ae *AnimatedEntity) GetDirection() int {
|
|
return ae.direction
|
|
}
|
|
|
|
// rotate sets direction and changes animation
|
|
func (ae *AnimatedEntity) rotate(direction int) {
|
|
ae.direction = direction
|
|
|
|
if err := ae.animation.SetDirection(ae.direction); err != nil {
|
|
fmt.Printf("failed to update the animation direction, err: %v\n", err)
|
|
}
|
|
}
|
|
|
|
// Advance is called once per frame and processes a
|
|
// single game tick.
|
|
func (ae *AnimatedEntity) Advance(elapsed float64) {
|
|
if err := ae.animation.Advance(elapsed); err != nil {
|
|
fmt.Printf("failed to advance the animation, err: %v\n", err)
|
|
}
|
|
}
|
|
|
|
// SetHighlight sets the highlight state of the animated entity
|
|
func (ae *AnimatedEntity) SetHighlight(set bool) {
|
|
ae.highlight = set
|
|
}
|