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OpenDiablo2/d2game/d2player/game_controls.go

944 lines
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package d2player
import (
"fmt"
"image"
"image/color"
"log"
"math"
"time"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2geom"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
"github.com/OpenDiablo2/OpenDiablo2/d2game/d2player/help"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2gui"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapengine"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2maprenderer"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
)
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// Panel represents the panel at the bottom of the game screen
type Panel interface {
IsOpen() bool
Toggle()
Open()
Close()
}
const (
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expBarWidth = 120.0
staminaBarWidth = 102.0
globeHeight = 80
globeWidth = 80
hoverLabelOuterPad = 5
mouseBtnActionsTreshhold = 0.25
)
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// GameControls represents the game's controls on the screen
type GameControls struct {
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actionableRegions []ActionableRegion
remove d2asset singleton (#726) * export d2asset singleton * add *d2asset.AssetManager to d2app - d2app now has a reference to an asset manager which it will use for loading - added asset loader methods to the asset manager - functions in d2asset are now wrappers for asset manager methods * add asset manager reference to audio provider - d2app asset manager reference is now passed to audio provider - asset manager is created in main.go for now to pass into audio provider - CreateSoundEffect is now a method, no longer exported, uses the asset manager reference * d2app passes asset manager refence to map engine test * in d2asset, all calls to LoadFile replaced with call to Singleton.Loadfile * blizzard intro and credits screen - d2app passes reference to the asset manager to these screens * asset manager for d2map - adding MapStampFactory, takes an asset manager reference - embedded MapStampFactory into the MapEngine - LoadStamp is now a method of the MapStampFactory * d2asset: removed LoadFileStream, LoadFile, and FileExists * d2gui changes - singleton now has an asset manager reference - calls to d2asset loader functions removed - createButton is now a method of LayoutManager - moved LayoutEntry to its own file * map entity factory - Map engine has an embedded map entity factory - Map stamp factory gets a reference to the map engine's entity factory - Stamps are given a reference to the map engine entity factory when created - Character select gets a map entity factory - Embedded the stamp factory into the MapEngine * asset manager for d2ui - d2ui is passed an asset manager reference when created - all calls to d2asset loader functions in d2ui now refer to the asset manager - d2gamescreen gets a ui manager when created - help overlay is now passed a ui manager when created * d2gamescreen + d2player: asset manager references added an asset manager reference to - inventory panel + inventory grid - mini panel - game controls - help overlay - character select - main menu - select hero class - hero stats panel * Removed d2asset.LoadAnimation all references to this function have been replaced with calls to the asset manager method * adding asset to help overlay, bugfix for 4d59c91 * Removed d2asset.LoadFont and d2asset.LoadAnimationWithEffect all references to these have been replaced with calls to the asset manager methods * MapRenderer now gets an asset manager reference * removed d2asset.LoadPalette all references have been replaced with calls to an asset manager instance * merged d2object with d2mapentity d2object was only being used to create objects in the map, so the provider function is now a method of the map entity factory. calls to d2asset have been removed. * removed d2asset.LoadComposite all calls are now made to the asset manager method * removed d2asset singleton all singleton references have been removed, a single instance of the asset manager is passed around the entire app * rename Initialize to NewAssetManager
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asset *d2asset.AssetManager
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renderer d2interface.Renderer // TODO: This shouldn't be a dependency
inputListener InputCallbackListener
hero *d2mapentity.Player
mapEngine *d2mapengine.MapEngine
mapRenderer *d2maprenderer.MapRenderer
uiManager *d2ui.UIManager
inventory *Inventory
heroStatsPanel *HeroStatsPanel
helpOverlay *help.Overlay
miniPanel *miniPanel
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lastMouseX int
lastMouseY int
missileID int
globeSprite *d2ui.Sprite
hpManaStatusSprite *d2ui.Sprite
mainPanel *d2ui.Sprite
menuButton *d2ui.Sprite
leftSkill *SkillResource
rightSkill *SkillResource
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zoneChangeText *d2ui.Label
nameLabel *d2ui.Label
hpManaStatsLabel *d2ui.Label
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runButton *d2ui.Button
lastLeftBtnActionTime float64
lastRightBtnActionTime float64
FreeCam bool
isZoneTextShown bool
hpStatsIsVisible bool
manaStatsIsVisible bool
isSinglePlayer bool
}
type ActionableType int
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type ActionableRegion struct {
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ActionableTypeID ActionableType
Rect d2geom.Rectangle
}
type SkillResource struct {
SkillResourcePath string
IconNumber int
SkillIcon *d2ui.Sprite
}
const (
// Since they require special handling, not considering (1) globes, (2) content of the mini panel, (3) belt
leftSkill ActionableType = iota
newStats
xp
walkRun
stamina
miniPnl
newSkills
rightSkill
hpGlobe
manaGlobe
miniPanelCharacter
miniPanelInventory
)
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// NewGameControls creates a GameControls instance and returns a pointer to it
func NewGameControls(
remove d2asset singleton (#726) * export d2asset singleton * add *d2asset.AssetManager to d2app - d2app now has a reference to an asset manager which it will use for loading - added asset loader methods to the asset manager - functions in d2asset are now wrappers for asset manager methods * add asset manager reference to audio provider - d2app asset manager reference is now passed to audio provider - asset manager is created in main.go for now to pass into audio provider - CreateSoundEffect is now a method, no longer exported, uses the asset manager reference * d2app passes asset manager refence to map engine test * in d2asset, all calls to LoadFile replaced with call to Singleton.Loadfile * blizzard intro and credits screen - d2app passes reference to the asset manager to these screens * asset manager for d2map - adding MapStampFactory, takes an asset manager reference - embedded MapStampFactory into the MapEngine - LoadStamp is now a method of the MapStampFactory * d2asset: removed LoadFileStream, LoadFile, and FileExists * d2gui changes - singleton now has an asset manager reference - calls to d2asset loader functions removed - createButton is now a method of LayoutManager - moved LayoutEntry to its own file * map entity factory - Map engine has an embedded map entity factory - Map stamp factory gets a reference to the map engine's entity factory - Stamps are given a reference to the map engine entity factory when created - Character select gets a map entity factory - Embedded the stamp factory into the MapEngine * asset manager for d2ui - d2ui is passed an asset manager reference when created - all calls to d2asset loader functions in d2ui now refer to the asset manager - d2gamescreen gets a ui manager when created - help overlay is now passed a ui manager when created * d2gamescreen + d2player: asset manager references added an asset manager reference to - inventory panel + inventory grid - mini panel - game controls - help overlay - character select - main menu - select hero class - hero stats panel * Removed d2asset.LoadAnimation all references to this function have been replaced with calls to the asset manager method * adding asset to help overlay, bugfix for 4d59c91 * Removed d2asset.LoadFont and d2asset.LoadAnimationWithEffect all references to these have been replaced with calls to the asset manager methods * MapRenderer now gets an asset manager reference * removed d2asset.LoadPalette all references have been replaced with calls to an asset manager instance * merged d2object with d2mapentity d2object was only being used to create objects in the map, so the provider function is now a method of the map entity factory. calls to d2asset have been removed. * removed d2asset.LoadComposite all calls are now made to the asset manager method * removed d2asset singleton all singleton references have been removed, a single instance of the asset manager is passed around the entire app * rename Initialize to NewAssetManager
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asset *d2asset.AssetManager,
renderer d2interface.Renderer,
hero *d2mapentity.Player,
mapEngine *d2mapengine.MapEngine,
mapRenderer *d2maprenderer.MapRenderer,
inputListener InputCallbackListener,
term d2interface.Terminal,
ui *d2ui.UIManager,
guiManager *d2gui.GuiManager,
isSinglePlayer bool,
) (*GameControls, error) {
zoneLabel := ui.NewLabel(d2resource.Font30, d2resource.PaletteUnits)
zoneLabel.Alignment = d2gui.HorizontalAlignCenter
nameLabel := ui.NewLabel(d2resource.FontFormal11, d2resource.PaletteStatic)
nameLabel.Alignment = d2gui.HorizontalAlignCenter
nameLabel.SetText(d2ui.ColorTokenize("", d2ui.ColorTokenServer))
hpManaStatsLabel := ui.NewLabel(d2resource.Font16, d2resource.PaletteUnits)
hpManaStatsLabel.Alignment = d2gui.HorizontalAlignLeft
// TODO make this depend on the hero type to respect inventory.txt
var inventoryRecordKey string
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switch hero.Class {
case d2enum.HeroAssassin:
inventoryRecordKey = "Assassin"
case d2enum.HeroAmazon:
inventoryRecordKey = "Amazon2"
case d2enum.HeroBarbarian:
inventoryRecordKey = "Barbarian2"
case d2enum.HeroDruid:
inventoryRecordKey = "Druid"
case d2enum.HeroNecromancer:
inventoryRecordKey = "Necromancer2"
case d2enum.HeroPaladin:
inventoryRecordKey = "Paladin2"
case d2enum.HeroSorceress:
inventoryRecordKey = "Sorceress2"
default:
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return nil, fmt.Errorf("unknown hero class: %d", hero.Class)
}
inventoryRecord := d2datadict.Inventory[inventoryRecordKey]
hoverLabel := nameLabel
hoverLabel.SetBackgroundColor(color.RGBA{0, 0, 0, uint8(128)})
globeStatsLabel := hpManaStatsLabel
gc := &GameControls{
remove d2asset singleton (#726) * export d2asset singleton * add *d2asset.AssetManager to d2app - d2app now has a reference to an asset manager which it will use for loading - added asset loader methods to the asset manager - functions in d2asset are now wrappers for asset manager methods * add asset manager reference to audio provider - d2app asset manager reference is now passed to audio provider - asset manager is created in main.go for now to pass into audio provider - CreateSoundEffect is now a method, no longer exported, uses the asset manager reference * d2app passes asset manager refence to map engine test * in d2asset, all calls to LoadFile replaced with call to Singleton.Loadfile * blizzard intro and credits screen - d2app passes reference to the asset manager to these screens * asset manager for d2map - adding MapStampFactory, takes an asset manager reference - embedded MapStampFactory into the MapEngine - LoadStamp is now a method of the MapStampFactory * d2asset: removed LoadFileStream, LoadFile, and FileExists * d2gui changes - singleton now has an asset manager reference - calls to d2asset loader functions removed - createButton is now a method of LayoutManager - moved LayoutEntry to its own file * map entity factory - Map engine has an embedded map entity factory - Map stamp factory gets a reference to the map engine's entity factory - Stamps are given a reference to the map engine entity factory when created - Character select gets a map entity factory - Embedded the stamp factory into the MapEngine * asset manager for d2ui - d2ui is passed an asset manager reference when created - all calls to d2asset loader functions in d2ui now refer to the asset manager - d2gamescreen gets a ui manager when created - help overlay is now passed a ui manager when created * d2gamescreen + d2player: asset manager references added an asset manager reference to - inventory panel + inventory grid - mini panel - game controls - help overlay - character select - main menu - select hero class - hero stats panel * Removed d2asset.LoadAnimation all references to this function have been replaced with calls to the asset manager method * adding asset to help overlay, bugfix for 4d59c91 * Removed d2asset.LoadFont and d2asset.LoadAnimationWithEffect all references to these have been replaced with calls to the asset manager methods * MapRenderer now gets an asset manager reference * removed d2asset.LoadPalette all references have been replaced with calls to an asset manager instance * merged d2object with d2mapentity d2object was only being used to create objects in the map, so the provider function is now a method of the map entity factory. calls to d2asset have been removed. * removed d2asset.LoadComposite all calls are now made to the asset manager method * removed d2asset singleton all singleton references have been removed, a single instance of the asset manager is passed around the entire app * rename Initialize to NewAssetManager
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asset: asset,
uiManager: ui,
renderer: renderer,
hero: hero,
mapEngine: mapEngine,
inputListener: inputListener,
mapRenderer: mapRenderer,
remove d2asset singleton (#726) * export d2asset singleton * add *d2asset.AssetManager to d2app - d2app now has a reference to an asset manager which it will use for loading - added asset loader methods to the asset manager - functions in d2asset are now wrappers for asset manager methods * add asset manager reference to audio provider - d2app asset manager reference is now passed to audio provider - asset manager is created in main.go for now to pass into audio provider - CreateSoundEffect is now a method, no longer exported, uses the asset manager reference * d2app passes asset manager refence to map engine test * in d2asset, all calls to LoadFile replaced with call to Singleton.Loadfile * blizzard intro and credits screen - d2app passes reference to the asset manager to these screens * asset manager for d2map - adding MapStampFactory, takes an asset manager reference - embedded MapStampFactory into the MapEngine - LoadStamp is now a method of the MapStampFactory * d2asset: removed LoadFileStream, LoadFile, and FileExists * d2gui changes - singleton now has an asset manager reference - calls to d2asset loader functions removed - createButton is now a method of LayoutManager - moved LayoutEntry to its own file * map entity factory - Map engine has an embedded map entity factory - Map stamp factory gets a reference to the map engine's entity factory - Stamps are given a reference to the map engine entity factory when created - Character select gets a map entity factory - Embedded the stamp factory into the MapEngine * asset manager for d2ui - d2ui is passed an asset manager reference when created - all calls to d2asset loader functions in d2ui now refer to the asset manager - d2gamescreen gets a ui manager when created - help overlay is now passed a ui manager when created * d2gamescreen + d2player: asset manager references added an asset manager reference to - inventory panel + inventory grid - mini panel - game controls - help overlay - character select - main menu - select hero class - hero stats panel * Removed d2asset.LoadAnimation all references to this function have been replaced with calls to the asset manager method * adding asset to help overlay, bugfix for 4d59c91 * Removed d2asset.LoadFont and d2asset.LoadAnimationWithEffect all references to these have been replaced with calls to the asset manager methods * MapRenderer now gets an asset manager reference * removed d2asset.LoadPalette all references have been replaced with calls to an asset manager instance * merged d2object with d2mapentity d2object was only being used to create objects in the map, so the provider function is now a method of the map entity factory. calls to d2asset have been removed. * removed d2asset.LoadComposite all calls are now made to the asset manager method * removed d2asset singleton all singleton references have been removed, a single instance of the asset manager is passed around the entire app * rename Initialize to NewAssetManager
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inventory: NewInventory(asset, ui, inventoryRecord),
heroStatsPanel: NewHeroStatsPanel(asset, ui, hero.Name(), hero.Class, hero.Stats),
helpOverlay: help.NewHelpOverlay(asset, renderer, ui, guiManager),
remove d2asset singleton (#726) * export d2asset singleton * add *d2asset.AssetManager to d2app - d2app now has a reference to an asset manager which it will use for loading - added asset loader methods to the asset manager - functions in d2asset are now wrappers for asset manager methods * add asset manager reference to audio provider - d2app asset manager reference is now passed to audio provider - asset manager is created in main.go for now to pass into audio provider - CreateSoundEffect is now a method, no longer exported, uses the asset manager reference * d2app passes asset manager refence to map engine test * in d2asset, all calls to LoadFile replaced with call to Singleton.Loadfile * blizzard intro and credits screen - d2app passes reference to the asset manager to these screens * asset manager for d2map - adding MapStampFactory, takes an asset manager reference - embedded MapStampFactory into the MapEngine - LoadStamp is now a method of the MapStampFactory * d2asset: removed LoadFileStream, LoadFile, and FileExists * d2gui changes - singleton now has an asset manager reference - calls to d2asset loader functions removed - createButton is now a method of LayoutManager - moved LayoutEntry to its own file * map entity factory - Map engine has an embedded map entity factory - Map stamp factory gets a reference to the map engine's entity factory - Stamps are given a reference to the map engine entity factory when created - Character select gets a map entity factory - Embedded the stamp factory into the MapEngine * asset manager for d2ui - d2ui is passed an asset manager reference when created - all calls to d2asset loader functions in d2ui now refer to the asset manager - d2gamescreen gets a ui manager when created - help overlay is now passed a ui manager when created * d2gamescreen + d2player: asset manager references added an asset manager reference to - inventory panel + inventory grid - mini panel - game controls - help overlay - character select - main menu - select hero class - hero stats panel * Removed d2asset.LoadAnimation all references to this function have been replaced with calls to the asset manager method * adding asset to help overlay, bugfix for 4d59c91 * Removed d2asset.LoadFont and d2asset.LoadAnimationWithEffect all references to these have been replaced with calls to the asset manager methods * MapRenderer now gets an asset manager reference * removed d2asset.LoadPalette all references have been replaced with calls to an asset manager instance * merged d2object with d2mapentity d2object was only being used to create objects in the map, so the provider function is now a method of the map entity factory. calls to d2asset have been removed. * removed d2asset.LoadComposite all calls are now made to the asset manager method * removed d2asset singleton all singleton references have been removed, a single instance of the asset manager is passed around the entire app * rename Initialize to NewAssetManager
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miniPanel: newMiniPanel(asset, ui, isSinglePlayer),
nameLabel: hoverLabel,
zoneChangeText: zoneLabel,
hpManaStatsLabel: globeStatsLabel,
actionableRegions: []ActionableRegion{
{leftSkill, d2geom.Rectangle{Left: 115, Top: 550, Width: 50, Height: 50}},
{newStats, d2geom.Rectangle{Left: 206, Top: 563, Width: 30, Height: 30}},
{xp, d2geom.Rectangle{Left: 253, Top: 560, Width: 125, Height: 5}},
{walkRun, d2geom.Rectangle{Left: 255, Top: 573, Width: 17, Height: 20}},
{stamina, d2geom.Rectangle{Left: 273, Top: 573, Width: 105, Height: 20}},
{miniPnl, d2geom.Rectangle{Left: 393, Top: 563, Width: 12, Height: 23}},
{newSkills, d2geom.Rectangle{Left: 562, Top: 563, Width: 30, Height: 30}},
{rightSkill, d2geom.Rectangle{Left: 634, Top: 550, Width: 50, Height: 50}},
{hpGlobe, d2geom.Rectangle{Left: 30, Top: 525, Width: 65, Height: 50}},
{manaGlobe, d2geom.Rectangle{Left: 700, Top: 525, Width: 65, Height: 50}},
{miniPanelCharacter, d2geom.Rectangle{Left: 325, Top: 526, Width: 26, Height: 26}},
{miniPanelInventory, d2geom.Rectangle{Left: 351, Top: 526, Width: 26, Height: 26}},
},
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lastLeftBtnActionTime: 0,
lastRightBtnActionTime: 0,
isSinglePlayer: isSinglePlayer,
}
err := term.BindAction("freecam", "toggle free camera movement", func() {
gc.FreeCam = !gc.FreeCam
})
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if err != nil {
return nil, err
}
err = term.BindAction("setleftskill", "set skill to fire on left click", func(id int) {
skillRecord := d2datadict.SkillDetails[id]
gc.hero.LeftSkill = &d2hero.HeroSkill{SkillPoints: 0, SkillRecord: skillRecord, SkillDescriptionRecord: d2datadict.SkillDescriptions[skillRecord.Skilldesc]}
})
err = term.BindAction("setrightskill", "set skill to fire on right click", func(id int) {
skillRecord := d2datadict.SkillDetails[id]
gc.hero.RightSkill = &d2hero.HeroSkill{SkillPoints: 0, SkillRecord: skillRecord, SkillDescriptionRecord: d2datadict.SkillDescriptions[skillRecord.Skilldesc]}
})
if err != nil {
return nil, err
}
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return gc, nil
}
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// OnKeyRepeat is called to handle repeated key presses
func (g *GameControls) OnKeyRepeat(event d2interface.KeyEvent) bool {
if g.FreeCam {
var moveSpeed float64 = 8
if event.KeyMod() == d2enum.KeyModShift {
moveSpeed *= 2
}
if event.Key() == d2enum.KeyDown {
v := d2vector.NewVector(0, moveSpeed)
g.mapRenderer.MoveCameraTargetBy(v)
return true
}
if event.Key() == d2enum.KeyUp {
v := d2vector.NewVector(0, -moveSpeed)
g.mapRenderer.MoveCameraTargetBy(v)
return true
}
if event.Key() == d2enum.KeyRight {
v := d2vector.NewVector(moveSpeed, 0)
g.mapRenderer.MoveCameraTargetBy(v)
return true
}
if event.Key() == d2enum.KeyLeft {
v := d2vector.NewVector(-moveSpeed, 0)
g.mapRenderer.MoveCameraTargetBy(v)
return true
}
}
return false
}
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// OnKeyDown handles key presses
func (g *GameControls) OnKeyDown(event d2interface.KeyEvent) bool {
switch event.Key() {
case d2enum.KeyEscape:
if g.inventory.IsOpen() || g.heroStatsPanel.IsOpen() {
g.inventory.Close()
g.heroStatsPanel.Close()
g.updateLayout()
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break
}
case d2enum.KeyI:
g.inventory.Toggle()
g.updateLayout()
case d2enum.KeyC:
g.heroStatsPanel.Toggle()
g.updateLayout()
case d2enum.KeyR:
g.onToggleRunButton()
case d2enum.KeyH:
g.helpOverlay.Toggle()
g.updateLayout()
default:
return false
}
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return false
}
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// OnMouseButtonRepeat handles repeated mouse clicks
func (g *GameControls) OnMouseButtonRepeat(event d2interface.MouseEvent) bool {
px, py := g.mapRenderer.ScreenToWorld(event.X(), event.Y())
px = float64(int(px*10)) / 10.0
py = float64(int(py*10)) / 10.0
now := d2util.Now()
button := event.Button()
isLeft := button == d2enum.MouseButtonLeft
isRight := button == d2enum.MouseButtonRight
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lastLeft := now - g.lastLeftBtnActionTime
lastRight := now - g.lastRightBtnActionTime
inRect := !g.isInActiveMenusRect(event.X(), event.Y())
shouldDoLeft := lastLeft >= mouseBtnActionsTreshhold
shouldDoRight := lastRight >= mouseBtnActionsTreshhold
if isLeft && shouldDoLeft && inRect && !g.hero.IsCasting() {
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g.lastLeftBtnActionTime = now
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if event.KeyMod() == d2enum.KeyModShift {
g.inputListener.OnPlayerCast(g.hero.LeftSkill.ID, px, py)
} else {
g.inputListener.OnPlayerMove(px, py)
}
if g.FreeCam {
if event.Button() == d2enum.MouseButtonLeft {
camVect := g.mapRenderer.Camera.GetPosition().Vector
x, y := float64(g.lastMouseX-400)/5, float64(g.lastMouseY-300)/5
targetPosition := d2vector.NewPositionTile(x, y)
targetPosition.Add(&camVect)
g.mapRenderer.SetCameraTarget(&targetPosition)
return true
}
}
return true
}
if isRight && shouldDoRight && inRect && !g.hero.IsCasting() {
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g.lastRightBtnActionTime = now
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g.inputListener.OnPlayerCast(g.hero.RightSkill.ID, px, py)
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return true
}
return true
}
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// OnMouseMove handles mouse movement events
func (g *GameControls) OnMouseMove(event d2interface.MouseMoveEvent) bool {
mx, my := event.X(), event.Y()
g.lastMouseX = mx
g.lastMouseY = my
g.inventory.lastMouseX = mx
g.inventory.lastMouseY = my
for i := range g.actionableRegions {
// Mouse over a game control element
if g.actionableRegions[i].Rect.IsInRect(mx, my) {
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g.onHoverActionable(g.actionableRegions[i].ActionableTypeID)
}
}
return false
}
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// OnMouseButtonDown handles mouse button presses
func (g *GameControls) OnMouseButtonDown(event d2interface.MouseEvent) bool {
mx, my := event.X(), event.Y()
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for i := range g.actionableRegions {
// If click is on a game control element
if g.actionableRegions[i].Rect.IsInRect(mx, my) {
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g.onClickActionable(g.actionableRegions[i].ActionableTypeID)
return false
}
}
px, py := g.mapRenderer.ScreenToWorld(mx, my)
px = float64(int(px*10)) / 10.0
py = float64(int(py*10)) / 10.0
if event.Button() == d2enum.MouseButtonLeft && !g.isInActiveMenusRect(mx, my) && !g.hero.IsCasting() {
g.lastLeftBtnActionTime = d2util.Now()
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if event.KeyMod() == d2enum.KeyModShift {
g.inputListener.OnPlayerCast(g.hero.LeftSkill.ID, px, py)
} else {
g.inputListener.OnPlayerMove(px, py)
}
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return true
}
if event.Button() == d2enum.MouseButtonRight && !g.isInActiveMenusRect(mx, my) && !g.hero.IsCasting() {
g.lastRightBtnActionTime = d2util.Now()
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g.inputListener.OnPlayerCast(g.hero.RightSkill.ID, px, py)
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return true
}
return false
}
// Load the resources required for the GameControls
func (g *GameControls) Load() {
Decouple asset manager from renderer (#730) * improve AssetManager implementation Notable changes are: * removed the individual managers inside of d2asset, only one asset manager * AssetManager now has caches for the types of files it loads * created a type for TextDictionary (the txt file structs) * fixed a file path bug in d2loader Source * fixed a asset stream bug in d2loader Asset * d2loader.Loader now needs a d2config.Config on creation (for resolving locale files) * updated the mpq file in d2asset test data, added test case for "sub-directory" * added a Data method to d2asset.Asset. The data is cached on first full read. * renamed ArchiveDataStream to DataStream in d2interface * moved palette utility func out of d2asset and into d2util * bugfix for MacOS mpq loader issue * lint fixes, added data caching to filesystem asset * adding comment for mpq asset close * Decouple d2asset from d2render Notable changes in d2common: * d2dcc.Load now fully decodes the dcc and stores the directions/frames in the dcc struct * un-exported dcc.decodeDirection, it is only used in d2dcc * removed font interface from d2interface, we only have one font implementation * added `Renderer` method to d2interface.Surface, animations use this to bind to a renderer and create surfaces as they need * added `BindRenderer` method to animation interface Notable changes in d2common/d2asset: * **d2asset.NewAssetManager only needs to be passed a d2config.Config**, it is decoupled from d2render * exported Animation * Animation implementation binds to the renderer to create surfaces only on the first time it is rendered * font, dcc, dc6 initialization logic moved out of asset_manager.go * for dc6 and dcc animations, the process of decoding and creating render surfaces has been broken into different methods * the d2asset.Font struct now stores font table data for initialization purposes Notable changes in d2core/d2render: * Surfaces store a renderer reference, this allows animations to bind to the renderer and create a surface just-in-time **These last changes should have been a separate PR, sorry.** Notable changes in d2core/d2ui: * ui.NewSprite now handles creating an animation internally, only needs image and palette path as arguments Notable Changes in d2game: Because of the change in d2ui, all instances of this code pattern... ```golang animation, err := screen.asset.LoadAnimation(imgPath, palettePath) sprite, err := screen.ui.NewSprite(animation) ``` ... becomes this ... ```golang sprite, err := screen.ui.NewSprite(imgPath, palettePath) ```
2020-09-14 21:31:45 +00:00
g.globeSprite, _ = g.uiManager.NewSprite(d2resource.GameGlobeOverlap, d2resource.PaletteSky)
Decouple asset manager from renderer (#730) * improve AssetManager implementation Notable changes are: * removed the individual managers inside of d2asset, only one asset manager * AssetManager now has caches for the types of files it loads * created a type for TextDictionary (the txt file structs) * fixed a file path bug in d2loader Source * fixed a asset stream bug in d2loader Asset * d2loader.Loader now needs a d2config.Config on creation (for resolving locale files) * updated the mpq file in d2asset test data, added test case for "sub-directory" * added a Data method to d2asset.Asset. The data is cached on first full read. * renamed ArchiveDataStream to DataStream in d2interface * moved palette utility func out of d2asset and into d2util * bugfix for MacOS mpq loader issue * lint fixes, added data caching to filesystem asset * adding comment for mpq asset close * Decouple d2asset from d2render Notable changes in d2common: * d2dcc.Load now fully decodes the dcc and stores the directions/frames in the dcc struct * un-exported dcc.decodeDirection, it is only used in d2dcc * removed font interface from d2interface, we only have one font implementation * added `Renderer` method to d2interface.Surface, animations use this to bind to a renderer and create surfaces as they need * added `BindRenderer` method to animation interface Notable changes in d2common/d2asset: * **d2asset.NewAssetManager only needs to be passed a d2config.Config**, it is decoupled from d2render * exported Animation * Animation implementation binds to the renderer to create surfaces only on the first time it is rendered * font, dcc, dc6 initialization logic moved out of asset_manager.go * for dc6 and dcc animations, the process of decoding and creating render surfaces has been broken into different methods * the d2asset.Font struct now stores font table data for initialization purposes Notable changes in d2core/d2render: * Surfaces store a renderer reference, this allows animations to bind to the renderer and create a surface just-in-time **These last changes should have been a separate PR, sorry.** Notable changes in d2core/d2ui: * ui.NewSprite now handles creating an animation internally, only needs image and palette path as arguments Notable Changes in d2game: Because of the change in d2ui, all instances of this code pattern... ```golang animation, err := screen.asset.LoadAnimation(imgPath, palettePath) sprite, err := screen.ui.NewSprite(animation) ``` ... becomes this ... ```golang sprite, err := screen.ui.NewSprite(imgPath, palettePath) ```
2020-09-14 21:31:45 +00:00
g.hpManaStatusSprite, _ = g.uiManager.NewSprite(d2resource.HealthManaIndicator, d2resource.PaletteSky)
Decouple asset manager from renderer (#730) * improve AssetManager implementation Notable changes are: * removed the individual managers inside of d2asset, only one asset manager * AssetManager now has caches for the types of files it loads * created a type for TextDictionary (the txt file structs) * fixed a file path bug in d2loader Source * fixed a asset stream bug in d2loader Asset * d2loader.Loader now needs a d2config.Config on creation (for resolving locale files) * updated the mpq file in d2asset test data, added test case for "sub-directory" * added a Data method to d2asset.Asset. The data is cached on first full read. * renamed ArchiveDataStream to DataStream in d2interface * moved palette utility func out of d2asset and into d2util * bugfix for MacOS mpq loader issue * lint fixes, added data caching to filesystem asset * adding comment for mpq asset close * Decouple d2asset from d2render Notable changes in d2common: * d2dcc.Load now fully decodes the dcc and stores the directions/frames in the dcc struct * un-exported dcc.decodeDirection, it is only used in d2dcc * removed font interface from d2interface, we only have one font implementation * added `Renderer` method to d2interface.Surface, animations use this to bind to a renderer and create surfaces as they need * added `BindRenderer` method to animation interface Notable changes in d2common/d2asset: * **d2asset.NewAssetManager only needs to be passed a d2config.Config**, it is decoupled from d2render * exported Animation * Animation implementation binds to the renderer to create surfaces only on the first time it is rendered * font, dcc, dc6 initialization logic moved out of asset_manager.go * for dc6 and dcc animations, the process of decoding and creating render surfaces has been broken into different methods * the d2asset.Font struct now stores font table data for initialization purposes Notable changes in d2core/d2render: * Surfaces store a renderer reference, this allows animations to bind to the renderer and create a surface just-in-time **These last changes should have been a separate PR, sorry.** Notable changes in d2core/d2ui: * ui.NewSprite now handles creating an animation internally, only needs image and palette path as arguments Notable Changes in d2game: Because of the change in d2ui, all instances of this code pattern... ```golang animation, err := screen.asset.LoadAnimation(imgPath, palettePath) sprite, err := screen.ui.NewSprite(animation) ``` ... becomes this ... ```golang sprite, err := screen.ui.NewSprite(imgPath, palettePath) ```
2020-09-14 21:31:45 +00:00
g.mainPanel, _ = g.uiManager.NewSprite(d2resource.GamePanels, d2resource.PaletteSky)
Decouple asset manager from renderer (#730) * improve AssetManager implementation Notable changes are: * removed the individual managers inside of d2asset, only one asset manager * AssetManager now has caches for the types of files it loads * created a type for TextDictionary (the txt file structs) * fixed a file path bug in d2loader Source * fixed a asset stream bug in d2loader Asset * d2loader.Loader now needs a d2config.Config on creation (for resolving locale files) * updated the mpq file in d2asset test data, added test case for "sub-directory" * added a Data method to d2asset.Asset. The data is cached on first full read. * renamed ArchiveDataStream to DataStream in d2interface * moved palette utility func out of d2asset and into d2util * bugfix for MacOS mpq loader issue * lint fixes, added data caching to filesystem asset * adding comment for mpq asset close * Decouple d2asset from d2render Notable changes in d2common: * d2dcc.Load now fully decodes the dcc and stores the directions/frames in the dcc struct * un-exported dcc.decodeDirection, it is only used in d2dcc * removed font interface from d2interface, we only have one font implementation * added `Renderer` method to d2interface.Surface, animations use this to bind to a renderer and create surfaces as they need * added `BindRenderer` method to animation interface Notable changes in d2common/d2asset: * **d2asset.NewAssetManager only needs to be passed a d2config.Config**, it is decoupled from d2render * exported Animation * Animation implementation binds to the renderer to create surfaces only on the first time it is rendered * font, dcc, dc6 initialization logic moved out of asset_manager.go * for dc6 and dcc animations, the process of decoding and creating render surfaces has been broken into different methods * the d2asset.Font struct now stores font table data for initialization purposes Notable changes in d2core/d2render: * Surfaces store a renderer reference, this allows animations to bind to the renderer and create a surface just-in-time **These last changes should have been a separate PR, sorry.** Notable changes in d2core/d2ui: * ui.NewSprite now handles creating an animation internally, only needs image and palette path as arguments Notable Changes in d2game: Because of the change in d2ui, all instances of this code pattern... ```golang animation, err := screen.asset.LoadAnimation(imgPath, palettePath) sprite, err := screen.ui.NewSprite(animation) ``` ... becomes this ... ```golang sprite, err := screen.ui.NewSprite(imgPath, palettePath) ```
2020-09-14 21:31:45 +00:00
g.menuButton, _ = g.uiManager.NewSprite(d2resource.MenuButton, d2resource.PaletteSky)
_ = g.menuButton.SetCurrentFrame(2)
// TODO: temporarily hardcoded to Attack, should come from saved state for hero
genericSkillsSprite, _ := g.uiManager.NewSprite(d2resource.GenericSkills, d2resource.PaletteSky)
attackIconID := 2
g.leftSkill = &SkillResource{SkillIcon: genericSkillsSprite, IconNumber: attackIconID, SkillResourcePath: d2resource.GenericSkills}
g.rightSkill = &SkillResource{SkillIcon: genericSkillsSprite, IconNumber: attackIconID, SkillResourcePath: d2resource.GenericSkills}
g.loadUIButtons()
g.inventory.Load()
g.heroStatsPanel.Load()
g.helpOverlay.Load()
}
func (g *GameControls) loadUIButtons() {
// Run button
g.runButton = g.uiManager.NewButton(d2ui.ButtonTypeRun, "")
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g.runButton.SetPosition(255, 570)
g.runButton.OnActivated(func() { g.onToggleRunButton() })
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if g.hero.IsRunToggled() {
g.runButton.Toggle()
}
}
func (g *GameControls) onToggleRunButton() {
g.runButton.Toggle()
g.hero.ToggleRunWalk()
// TODO: change the running menu icon
g.hero.SetIsRunning(g.hero.IsRunToggled())
}
2020-08-11 22:01:33 +00:00
// Advance advances the state of the GameControls
func (g *GameControls) Advance(elapsed float64) error {
g.mapRenderer.Advance(elapsed)
return nil
}
func (g *GameControls) updateLayout() {
isRightPanelOpen := g.isLeftPanelOpen()
isLeftPanelOpen := g.isRightPanelOpen()
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switch {
case isRightPanelOpen == isLeftPanelOpen:
g.mapRenderer.ViewportDefault()
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case isRightPanelOpen:
g.mapRenderer.ViewportToLeft()
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default:
g.mapRenderer.ViewportToRight()
}
}
func (g *GameControls) isLeftPanelOpen() bool {
// TODO: add quest log panel
return g.heroStatsPanel.IsOpen()
}
func (g *GameControls) isRightPanelOpen() bool {
// TODO: add skills tree panel
return g.inventory.IsOpen()
}
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func (g *GameControls) isInActiveMenusRect(px, py int) bool {
var bottomMenuRect = d2geom.Rectangle{Left: 0, Top: 550, Width: 800, Height: 50}
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var leftMenuRect = d2geom.Rectangle{Left: 0, Top: 0, Width: 400, Height: 600}
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var rightMenuRect = d2geom.Rectangle{Left: 400, Top: 0, Width: 400, Height: 600}
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if bottomMenuRect.IsInRect(px, py) {
return true
}
if g.isLeftPanelOpen() && leftMenuRect.IsInRect(px, py) {
return true
}
if g.isRightPanelOpen() && rightMenuRect.IsInRect(px, py) {
return true
}
if g.miniPanel.IsOpen() && g.miniPanel.isInRect(px, py) {
return true
}
if g.helpOverlay.IsOpen() && g.helpOverlay.IsInRect(px, py) {
return true
}
return false
}
// TODO: consider caching the panels to single image that is reused.
2020-08-11 22:01:33 +00:00
// Render draws the GameControls onto the target
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func (g *GameControls) Render(target d2interface.Surface) error {
mx, my := g.lastMouseX, g.lastMouseY
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for entityIdx := range g.mapEngine.Entities() {
entity := (g.mapEngine.Entities())[entityIdx]
if !entity.Selectable() {
continue
}
entPos := entity.GetPosition()
entOffset := entPos.RenderOffset()
entScreenXf, entScreenYf := g.mapRenderer.WorldToScreenF(entity.GetPositionF())
entScreenX := int(math.Floor(entScreenXf))
entScreenY := int(math.Floor(entScreenYf))
entityWidth, entityHeight := entity.GetSize()
halfWidth, halfHeight := entityWidth/2, entityHeight/2
l, r := entScreenX-halfWidth-hoverLabelOuterPad, entScreenX+halfWidth+hoverLabelOuterPad
t, b := entScreenY-halfHeight-hoverLabelOuterPad, entScreenY+halfHeight-hoverLabelOuterPad
xWithin := (l <= mx) && (r >= mx)
yWithin := (t <= my) && (b >= my)
within := xWithin && yWithin
if within {
xOff, yOff := int(entOffset.X()), int(entOffset.Y())
g.nameLabel.SetText(entity.Label())
xLabel, yLabel := entScreenX-xOff, entScreenY-yOff-entityHeight-hoverLabelOuterPad
g.nameLabel.SetPosition(xLabel, yLabel)
g.nameLabel.Render(target)
entity.Highlight()
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break
}
}
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if err := g.heroStatsPanel.Render(target); err != nil {
return err
}
if err := g.inventory.Render(target); err != nil {
return err
}
width, height := target.GetSize()
offset := 0
// Left globe holder
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if err := g.mainPanel.SetCurrentFrame(0); err != nil {
return err
}
w, _ := g.mainPanel.GetCurrentFrameSize()
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g.mainPanel.SetPosition(offset, height)
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if err := g.mainPanel.Render(target); err != nil {
return err
}
// Health status bar
healthPercent := float64(g.hero.Stats.Health) / float64(g.hero.Stats.MaxHealth)
hpBarHeight := int(healthPercent * float64(globeHeight))
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if err := g.hpManaStatusSprite.SetCurrentFrame(0); err != nil {
return err
}
g.hpManaStatusSprite.SetPosition(offset+30, height-13)
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if err := g.hpManaStatusSprite.RenderSection(target, image.Rect(0, globeHeight-hpBarHeight, globeWidth, globeHeight)); err != nil {
return err
}
// Left globe
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if err := g.globeSprite.SetCurrentFrame(0); err != nil {
return err
}
g.globeSprite.SetPosition(offset+28, height-5)
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if err := g.globeSprite.Render(target); err != nil {
return err
}
offset += w
// Left skill
skillResourcePath := g.getSkillResourceByClass(g.hero.LeftSkill.Charclass)
if skillResourcePath != g.leftSkill.SkillResourcePath {
g.leftSkill.SkillIcon, _ = g.uiManager.NewSprite(skillResourcePath, d2resource.PaletteSky)
}
if err := g.leftSkill.SkillIcon.SetCurrentFrame(g.hero.LeftSkill.IconCel); err != nil {
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return err
}
w, _ = g.leftSkill.SkillIcon.GetCurrentFrameSize()
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g.leftSkill.SkillIcon.SetPosition(offset, height)
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if err := g.leftSkill.SkillIcon.Render(target); err != nil {
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return err
}
offset += w
// New Stats Selector
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if err := g.mainPanel.SetCurrentFrame(1); err != nil {
return err
}
w, _ = g.mainPanel.GetCurrentFrameSize()
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g.mainPanel.SetPosition(offset, height)
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if err := g.mainPanel.Render(target); err != nil {
return err
}
offset += w
// Stamina
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if err := g.mainPanel.SetCurrentFrame(2); err != nil {
return err
}
w, _ = g.mainPanel.GetCurrentFrameSize()
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g.mainPanel.SetPosition(offset, height)
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if err := g.mainPanel.Render(target); err != nil {
return err
}
offset += w
// Stamina status bar
target.PushTranslation(273, 572)
target.PushEffect(d2enum.DrawEffectModulate)
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staminaPercent := float64(g.hero.Stats.Stamina) / float64(g.hero.Stats.MaxStamina)
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target.DrawRect(int(staminaPercent*staminaBarWidth), 19, color.RGBA{R: 175, G: 136, B: 72, A: 200})
target.PopN(2)
// Experience status bar
target.PushTranslation(256, 561)
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expPercent := float64(g.hero.Stats.Experience) / float64(g.hero.Stats.NextLevelExp)
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target.DrawRect(int(expPercent*expBarWidth), 2, color.RGBA{R: 255, G: 255, B: 255, A: 255})
target.Pop()
// Center menu button
menuButtonFrameIndex := 0
if g.miniPanel.isOpen {
menuButtonFrameIndex = 2
}
if err := g.menuButton.SetCurrentFrame(menuButtonFrameIndex); err != nil {
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return err
}
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g.mainPanel.GetCurrentFrameSize()
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g.menuButton.SetPosition((width/2)-8, height-16)
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if err := g.menuButton.Render(target); err != nil {
return err
}
if err := g.miniPanel.Render(target); err != nil {
return err
}
// Potions
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if err := g.mainPanel.SetCurrentFrame(3); err != nil {
return err
}
w, _ = g.mainPanel.GetCurrentFrameSize()
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g.mainPanel.SetPosition(offset, height)
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if err := g.mainPanel.Render(target); err != nil {
return err
}
offset += w
// New Skills Selector
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if err := g.mainPanel.SetCurrentFrame(4); err != nil {
return err
}
w, _ = g.mainPanel.GetCurrentFrameSize()
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g.mainPanel.SetPosition(offset, height)
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if err := g.mainPanel.Render(target); err != nil {
return err
}
offset += w
// Right skill
skillResourcePath = g.getSkillResourceByClass(g.hero.RightSkill.Charclass)
if skillResourcePath != g.rightSkill.SkillResourcePath {
g.rightSkill.SkillIcon, _ = g.uiManager.NewSprite(skillResourcePath, d2resource.PaletteSky)
}
if err := g.rightSkill.SkillIcon.SetCurrentFrame(g.hero.RightSkill.IconCel); err != nil {
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return err
}
w, _ = g.rightSkill.SkillIcon.GetCurrentFrameSize()
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g.rightSkill.SkillIcon.SetPosition(offset, height)
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if err := g.rightSkill.SkillIcon.Render(target); err != nil {
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return err
}
offset += w
// Right globe holder
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if err := g.mainPanel.SetCurrentFrame(5); err != nil {
return err
}
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g.mainPanel.GetCurrentFrameSize()
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g.mainPanel.SetPosition(offset, height)
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if err := g.mainPanel.Render(target); err != nil {
return err
}
// Mana status bar
manaPercent := float64(g.hero.Stats.Mana) / float64(g.hero.Stats.MaxMana)
manaBarHeight := int(manaPercent * float64(globeHeight))
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if err := g.hpManaStatusSprite.SetCurrentFrame(1); err != nil {
return err
}
g.hpManaStatusSprite.SetPosition(offset+7, height-12)
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if err := g.hpManaStatusSprite.RenderSection(target, image.Rect(0, globeHeight-manaBarHeight, globeWidth, globeHeight)); err != nil {
return err
}
// Right globe
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if err := g.globeSprite.SetCurrentFrame(1); err != nil {
return err
}
g.globeSprite.SetPosition(offset+8, height-8)
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if err := g.globeSprite.Render(target); err != nil {
return err
}
if err := g.globeSprite.Render(target); err != nil {
return err
}
if g.isZoneTextShown {
g.zoneChangeText.SetPosition(width/2, height/4)
g.zoneChangeText.Render(target)
}
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hpWithin := (mx <= 95) && (mx >= 30) && (my <= 575) && (my >= 525)
manaWithin := (mx <= 765) && (mx >= 700) && (my <= 575) && (my >= 525)
// Display current hp and mana stats hpGlobe or manaGlobe region is clicked
if hpWithin || g.hpStatsIsVisible {
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g.hpManaStatsLabel.SetText(d2ui.ColorTokenize(
fmt.Sprintf("LIFE: %v / %v", float64(g.hero.Stats.Health), float64(g.hero.Stats.MaxHealth)),
d2ui.ColorTokenWhite),
)
g.hpManaStatsLabel.SetPosition(15, 485)
g.hpManaStatsLabel.Render(target)
}
if manaWithin || g.manaStatsIsVisible {
g.hpManaStatsLabel.SetText(fmt.Sprintf("MANA: %v / %v", float64(g.hero.Stats.Mana), float64(g.hero.Stats.MaxMana)))
widthManaLabel, _ := g.hpManaStatsLabel.GetSize()
xManaLabel := 785 - widthManaLabel
g.hpManaStatsLabel.SetPosition(xManaLabel, 485)
g.hpManaStatsLabel.Render(target)
}
if err := g.helpOverlay.Render(target); err != nil {
return err
}
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return nil
}
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// SetZoneChangeText sets the zoneChangeText
func (g *GameControls) SetZoneChangeText(text string) {
g.zoneChangeText.SetText(text)
}
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// ShowZoneChangeText shows the zoneChangeText
func (g *GameControls) ShowZoneChangeText() {
g.isZoneTextShown = true
}
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// HideZoneChangeTextAfter hides the zoneChangeText after the given amount of seconds
func (g *GameControls) HideZoneChangeTextAfter(delay float64) {
time.AfterFunc(time.Duration(delay)*time.Second, func() {
g.isZoneTextShown = false
})
}
// HpStatsIsVisible returns true if the hp and mana stats are visible to the player
func (g *GameControls) HpStatsIsVisible() bool {
return g.hpStatsIsVisible
}
// ManaStatsIsVisible returns true if the hp and mana stats are visible to the player
func (g *GameControls) ManaStatsIsVisible() bool {
return g.manaStatsIsVisible
}
// ToggleHpStats toggles the visibility of the hp and mana stats placed above their respective globe and load only if they do not match
func (g *GameControls) ToggleHpStats() {
g.hpStatsIsVisible = !g.hpStatsIsVisible
}
// ToggleManaStats toggles the visibility of the hp and mana stats placed above their respective globe
func (g *GameControls) ToggleManaStats() {
g.manaStatsIsVisible = !g.manaStatsIsVisible
}
// Handles what to do when an actionable is hovered
func (g *GameControls) onHoverActionable(item ActionableType) {
switch item {
case leftSkill:
return
case newStats:
return
case xp:
return
case walkRun:
return
case stamina:
return
case miniPnl:
return
case newSkills:
return
case rightSkill:
return
case hpGlobe:
return
case manaGlobe:
return
default:
log.Printf("Unrecognized ActionableType(%d) being hovered\n", item)
}
}
// Handles what to do when an actionable is clicked
func (g *GameControls) onClickActionable(item ActionableType) {
switch item {
case leftSkill:
log.Println("Left Skill Action Pressed")
case newStats:
log.Println("New Stats Selector Action Pressed")
case xp:
log.Println("XP Action Pressed")
case walkRun:
log.Println("Walk/Run Action Pressed")
case stamina:
log.Println("Stamina Action Pressed")
case miniPnl:
log.Println("Mini Panel Action Pressed")
g.miniPanel.Toggle()
case newSkills:
log.Println("New Skills Selector Action Pressed")
case rightSkill:
log.Println("Right Skill Action Pressed")
case hpGlobe:
g.ToggleHpStats()
log.Println("HP Globe Pressed")
case manaGlobe:
g.ToggleManaStats()
log.Println("Mana Globe Pressed")
case miniPanelCharacter:
log.Println("Character button on mini panel is pressed")
g.heroStatsPanel.Toggle()
g.updateLayout()
case miniPanelInventory:
log.Println("Inventory button on mini panel is pressed")
g.inventory.Toggle()
g.updateLayout()
default:
log.Printf("Unrecognized ActionableType(%d) being clicked\n", item)
}
}
func (g *GameControls) getSkillResourceByClass(class string) string {
resource := ""
switch class {
case "":
resource = d2resource.GenericSkills
case "bar":
resource = d2resource.BarbarianSkills
case "nec":
resource = d2resource.NecromancerSkills
case "pal":
resource = d2resource.PaladinSkills
case "ass":
resource = d2resource.AssassinSkills
case "sor":
resource = d2resource.SorcererSkills
case "ama":
resource = d2resource.AmazonSkills
case "dru":
resource = d2resource.DruidSkills
default:
log.Fatalf("Unknown class token: '%s'", class)
}
return resource
}