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OpenDiablo2/d2player/game_controls.go

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package d2player
import (
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core"
"github.com/OpenDiablo2/OpenDiablo2/d2input"
"github.com/OpenDiablo2/OpenDiablo2/d2render"
"github.com/OpenDiablo2/OpenDiablo2/d2render/d2mapengine"
"github.com/OpenDiablo2/OpenDiablo2/d2render/d2surface"
)
type Panel interface {
IsOpen() bool
Toggle()
Open()
Close()
}
type GameControls struct {
hero *d2core.Hero
mapEngine *d2mapengine.MapEngine
inventory *Inventory
// UI
globeSprite *d2render.Sprite
mainPanel *d2render.Sprite
menuButton *d2render.Sprite
skillIcon *d2render.Sprite
}
func NewGameControls(hero *d2core.Hero, mapEngine *d2mapengine.MapEngine) *GameControls {
return &GameControls{
hero: hero,
mapEngine: mapEngine,
inventory: NewInventory(),
}
}
func (g *GameControls) OnKeyDown(event d2input.KeyEvent) bool {
if event.Key == d2input.KeyI {
g.inventory.Toggle()
return true
}
return false
}
func (g *GameControls) OnMouseButtonDown(event d2input.MouseEvent) bool {
if event.Button == d2input.MouseButtonLeft {
px, py := g.mapEngine.ScreenToWorld(event.X, event.Y)
g.hero.AnimatedEntity.SetTarget(px*5, py*5, 1)
return true
}
return false
}
func (g *GameControls) Load() {
g.globeSprite, _ = d2render.LoadSprite(d2resource.GameGlobeOverlap, d2resource.PaletteSky)
g.mainPanel, _ = d2render.LoadSprite(d2resource.GamePanels, d2resource.PaletteSky)
g.menuButton, _ = d2render.LoadSprite(d2resource.MenuButton, d2resource.PaletteSky)
g.skillIcon, _ = d2render.LoadSprite(d2resource.GenericSkills, d2resource.PaletteSky)
g.inventory.Load()
}
// TODO: consider caching the panels to single image that is reused.
func (g *GameControls) Render(target *d2surface.Surface) {
g.inventory.Render(target)
width, height := target.GetSize()
offset := int(0)
// Left globe holder
g.mainPanel.SetCurrentFrame(0)
w, _ := g.mainPanel.GetCurrentFrameSize()
g.mainPanel.SetPosition(offset, height)
g.mainPanel.Render(target)
// Left globe
g.globeSprite.SetCurrentFrame(0)
g.globeSprite.SetPosition(offset+28, height-5)
g.globeSprite.Render(target)
offset += w
// Left skill
g.skillIcon.SetCurrentFrame(2)
w, _ = g.skillIcon.GetCurrentFrameSize()
g.skillIcon.SetPosition(offset, height)
g.skillIcon.Render(target)
offset += w
// Left skill selector
g.mainPanel.SetCurrentFrame(1)
w, _ = g.mainPanel.GetCurrentFrameSize()
g.mainPanel.SetPosition(offset, height)
g.mainPanel.Render(target)
offset += w
// Stamina
g.mainPanel.SetCurrentFrame(2)
w, _ = g.mainPanel.GetCurrentFrameSize()
g.mainPanel.SetPosition(offset, height)
g.mainPanel.Render(target)
offset += w
// Center menu button
g.menuButton.SetCurrentFrame(0)
w, _ = g.mainPanel.GetCurrentFrameSize()
g.menuButton.SetPosition((width/2)-8, height-16)
g.menuButton.Render(target)
// Potions
g.mainPanel.SetCurrentFrame(3)
w, _ = g.mainPanel.GetCurrentFrameSize()
g.mainPanel.SetPosition(offset, height)
g.mainPanel.Render(target)
offset += w
// Right skill selector
g.mainPanel.SetCurrentFrame(4)
w, _ = g.mainPanel.GetCurrentFrameSize()
g.mainPanel.SetPosition(offset, height)
g.mainPanel.Render(target)
offset += w
// Right skill
g.skillIcon.SetCurrentFrame(10)
w, _ = g.skillIcon.GetCurrentFrameSize()
g.skillIcon.SetPosition(offset, height)
g.skillIcon.Render(target)
offset += w
// Right globe holder
g.mainPanel.SetCurrentFrame(5)
w, _ = g.mainPanel.GetCurrentFrameSize()
g.mainPanel.SetPosition(offset, height)
g.mainPanel.Render(target)
// Right globe
g.globeSprite.SetCurrentFrame(1)
g.globeSprite.SetPosition(offset+8, height-8)
g.globeSprite.Render(target)
}