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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-06 18:27:20 -05:00
OpenDiablo2/d2core/d2scene/game.go
j0y c6235411b7 Add basic movement (#240)
* Add basic movement

* Calculate step length based on tick time between updates, teleport to target if within one step.

* Smooth camera, hero movement

removed float to int conversions in Render and IsoToScreen functions

* Render hero in the center of the screen (assuming 800x600 resolution)

* Revert changing Render() parameters type

* Render hero in the tile loop

hero will naturally render in front of the walls of the current tile but behind the walls of the tile below

* Smoother steps near target coordinates

remove jitter from trying to get one step away from target on both axis
2019-12-02 16:55:48 -05:00

121 lines
3.7 KiB
Go

package d2scene
import (
"image/color"
"github.com/OpenDiablo2/D2Shared/d2data/d2dc6"
"github.com/OpenDiablo2/D2Shared/d2helper"
"github.com/OpenDiablo2/OpenDiablo2/d2render/d2mapengine"
"github.com/OpenDiablo2/D2Shared/d2common/d2enum"
"github.com/OpenDiablo2/D2Shared/d2common/d2interface"
"github.com/OpenDiablo2/D2Shared/d2common/d2resource"
"github.com/OpenDiablo2/D2Shared/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2audio"
"github.com/OpenDiablo2/OpenDiablo2/d2core"
"github.com/OpenDiablo2/OpenDiablo2/d2corecommon/d2coreinterface"
"github.com/OpenDiablo2/OpenDiablo2/d2render"
"github.com/OpenDiablo2/OpenDiablo2/d2render/d2ui"
"github.com/hajimehoshi/ebiten"
)
type Game struct {
gameState *d2core.GameState
uiManager *d2ui.Manager
soundManager *d2audio.Manager
fileProvider d2interface.FileProvider
sceneProvider d2coreinterface.SceneProvider
pentSpinLeft d2render.Sprite
pentSpinRight d2render.Sprite
testLabel d2ui.Label
mapEngine *d2mapengine.Engine
}
func CreateGame(
fileProvider d2interface.FileProvider,
sceneProvider d2coreinterface.SceneProvider,
uiManager *d2ui.Manager,
soundManager *d2audio.Manager,
gameState *d2core.GameState,
) *Game {
result := &Game{
gameState: gameState,
fileProvider: fileProvider,
uiManager: uiManager,
soundManager: soundManager,
sceneProvider: sceneProvider,
}
return result
}
func (v *Game) Load() []func() {
return []func(){
func() {
dc6, _ := d2dc6.LoadDC6(v.fileProvider.LoadFile(d2resource.PentSpin), d2datadict.Palettes[d2enum.Sky])
v.pentSpinLeft = d2render.CreateSpriteFromDC6(dc6)
v.pentSpinLeft.Animate = true
v.pentSpinLeft.AnimateBackwards = true
v.pentSpinLeft.SpecialFrameTime = 475
v.pentSpinLeft.MoveTo(100, 300)
},
func() {
dc6, _ := d2dc6.LoadDC6(v.fileProvider.LoadFile(d2resource.PentSpin), d2datadict.Palettes[d2enum.Sky])
v.pentSpinRight = d2render.CreateSpriteFromDC6(dc6)
v.pentSpinRight.Animate = true
v.pentSpinRight.SpecialFrameTime = 475
v.pentSpinRight.MoveTo(650, 300)
},
func() {
v.testLabel = d2ui.CreateLabel(v.fileProvider, d2resource.Font42, d2enum.Units)
v.testLabel.Alignment = d2ui.LabelAlignCenter
v.testLabel.SetText("Soon :tm:")
v.testLabel.MoveTo(400, 250)
},
func() {
v.mapEngine = d2mapengine.CreateMapEngine(v.gameState, v.soundManager, v.fileProvider)
// TODO: This needs to be different depending on the act of the player
v.mapEngine.GenerateMap(d2enum.RegionAct1Town, 1, 0)
region := v.mapEngine.GetRegion(0)
rx, ry := d2helper.IsoToScreen(region.Region.StartX, region.Region.StartY, 0, 0)
v.mapEngine.CenterCameraOn(rx, ry)
v.mapEngine.Hero = d2core.CreateHero(
int32((region.Region.StartX*5)+3),
int32((region.Region.StartY*5)+3),
0,
v.gameState.HeroType,
v.gameState.Equipment,
v.fileProvider)
},
}
}
func (v *Game) Unload() {
}
func (v Game) Render(screen *ebiten.Image) {
screen.Fill(color.Black)
v.mapEngine.Render(screen)
}
func (v *Game) Update(tickTime float64) {
// TODO: Pathfinding
if v.mapEngine.Hero.AnimatedEntity.LocationX != v.mapEngine.Hero.AnimatedEntity.TargetX ||
v.mapEngine.Hero.AnimatedEntity.LocationY != v.mapEngine.Hero.AnimatedEntity.TargetY {
v.mapEngine.Hero.AnimatedEntity.Step(tickTime)
}
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
mx, my := ebiten.CursorPosition()
px, py := d2helper.ScreenToIso(float64(mx)-v.mapEngine.OffsetX, float64(my)-v.mapEngine.OffsetY)
v.mapEngine.Hero.AnimatedEntity.SetTarget(px, py)
}
rx, ry := d2helper.IsoToScreen(v.mapEngine.Hero.AnimatedEntity.LocationX, v.mapEngine.Hero.AnimatedEntity.LocationY, 0, 0)
v.mapEngine.CenterCameraOn(float64(rx), float64(ry))
}