1
1
mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2025-02-13 12:06:31 -05:00
OpenDiablo2/d2core/d2systems/scene_mouse_cursor.go
gravestench e6d418fdb2 Adding input system, mouse cursor scene, interactive component
* added `d2common/d2input`, copied input vector logic from hellspawner
* added an `InteractiveComponent` which contains input vector, enable
flag, and callback function
* Added an InputSystem which handles input logic and iterates over
entities with interactive components
* added a mouse cursor scene for rendering the mouse cursor
* made the trademark sprite disappear when left mouse is clicked
* various other small bugfixes in scene systems
2020-12-07 12:44:11 -08:00

84 lines
1.7 KiB
Go

package d2systems
import (
"github.com/gravestench/akara"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
)
const (
sceneKeyMouseCursor = "Mouse Cursor"
)
// NewMouseCursorScene creates a new main menu scene. This is the first screen that the user
// will see when launching the game.
func NewMouseCursorScene() *MouseCursorScene {
scene := &MouseCursorScene{
BaseScene: NewBaseScene(sceneKeyMouseCursor),
}
return scene
}
// static check that MouseCursorScene implements the scene interface
var _ d2interface.Scene = &MouseCursorScene{}
// MouseCursorScene represents the game's main menu, where users can select single or multi player,
// or start the map engine test.
type MouseCursorScene struct {
*BaseScene
booted bool
cursor akara.EID
}
// Init the main menu scene
func (s *MouseCursorScene) Init(world *akara.World) {
s.World = world
s.Info("initializing ...")
}
func (s *MouseCursorScene) boot() {
if !s.BaseScene.booted {
s.BaseScene.boot()
return
}
s.createMouseCursor()
s.booted = true
}
func (s *MouseCursorScene) createMouseCursor() {
s.Info("creating mouse cursor")
s.cursor = s.Add.Sprite(0, 0, d2resource.CursorDefault, d2resource.PaletteUnits)
}
// Update the main menu scene
func (s *MouseCursorScene) Update() {
if s.Paused() {
return
}
if !s.booted {
s.boot()
return
}
s.updateCursorPosition()
s.BaseScene.Update()
}
func (s *MouseCursorScene) updateCursorPosition() {
spritePosition, found := s.GetPosition(s.cursor)
if !found {
return
}
cx, cy := s.systems.InputSystem.renderer.GetCursorPos()
spritePosition.Set(float64(cx), float64(cy))
}