quest animation initial.

This commit is contained in:
M. Sz 2020-12-16 15:08:39 +01:00
parent ea3a66c17d
commit 08e590f3e4
4 changed files with 62 additions and 20 deletions

View File

@ -193,6 +193,7 @@ const (
QuestLogQDescrBtn = "/data/global/ui/MENU/questlast.dc6"
QuestLogSocket = "/data/global/ui/MENU/questsockets.dc6"
QuestLogAQuestAnimation = "/data/global/ui/MENU/a%dq%d.dc6"
QuestLogDoneSfx = "cursor/questdone.wav"
// --- Mouse Pointers ---

View File

@ -304,7 +304,8 @@ func (v *Game) bindGameControls() error {
var err error
v.gameControls, err = d2player.NewGameControls(v.asset, v.renderer, player, v.gameClient.MapEngine,
v.escapeMenu, v.mapRenderer, v, v.terminal, v.uiManager, v.keyMap, v.logLevel, v.gameClient.IsSinglePlayer())
v.escapeMenu, v.mapRenderer, v, v.terminal, v.uiManager, v.keyMap, v.audioProvider, v.logLevel,
v.gameClient.IsSinglePlayer())
if err != nil {
return err

View File

@ -124,6 +124,7 @@ func NewGameControls(
term d2interface.Terminal,
ui *d2ui.UIManager,
keyMap *KeyMap,
audioProvider d2interface.AudioProvider,
l d2util.LogLevel,
isSinglePlayer bool,
) (*GameControls, error) {
@ -207,7 +208,7 @@ func NewGameControls(
inventoryRecord := asset.Records.Layout.Inventory[inventoryRecordKey]
heroStatsPanel := NewHeroStatsPanel(asset, ui, hero.Name(), hero.Class, l, hero.Stats)
questLog := NewQuestLog(asset, ui, l, hero.Act)
questLog := NewQuestLog(asset, ui, l, audioProvider, hero.Act)
inventory, err := NewInventory(asset, ui, l, hero.Gold, inventoryRecord)
if err != nil {
@ -728,6 +729,7 @@ func (g *GameControls) Advance(elapsed float64) error {
g.mapRenderer.Advance(elapsed)
g.hud.Advance(elapsed)
g.inventory.Advance(elapsed)
g.questLog.Advance(elapsed)
if err := g.escapeMenu.Advance(elapsed); err != nil {
return err

View File

@ -71,6 +71,7 @@ func (s *QuestLog) getPositionForSocket(number int) (x, y int) {
func NewQuestLog(asset *d2asset.AssetManager,
ui *d2ui.UIManager,
l d2util.LogLevel,
audioProvider d2interface.AudioProvider,
act int) *QuestLog {
originX := 0
originY := 0
@ -106,9 +107,9 @@ func NewQuestLog(asset *d2asset.AssetManager,
26: 0,
}
var quests [d2enum.ActsNumber]*d2ui.WidgetGroup
var quests [d2enum.ActsNumber]*questEntire
for i := 0; i < d2enum.ActsNumber; i++ {
quests[i] = ui.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
quests[i] = &questEntire{WidgetGroup: ui.NewWidgetGroup(d2ui.RenderPriorityQuestLog)}
}
var tabs [d2enum.ActsNumber]questLogTab
@ -129,6 +130,7 @@ func NewQuestLog(asset *d2asset.AssetManager,
quests: quests,
questStatus: qs,
maxPlayersAct: mpa,
audioProvider: audioProvider,
}
ql.Logger = d2util.NewLogger()
@ -149,10 +151,12 @@ type QuestLog struct {
selectedQuest int
act int
tab [d2enum.ActsNumber]questLogTab
audioProvider d2interface.AudioProvider
completeSound d2interface.SoundEffect
questName *d2ui.Label
questDescr *d2ui.Label
quests [d2enum.ActsNumber]*d2ui.WidgetGroup
quests [d2enum.ActsNumber]*questEntire
questStatus map[int]int
maxPlayersAct int
@ -163,6 +167,11 @@ type QuestLog struct {
*d2util.Logger
}
type questEntire struct {
*d2ui.WidgetGroup
icons []*d2ui.Sprite
}
/* questIconTab returns path to quest animation using its
act and number. From d2resource:
QuestLogAQuestAnimation = "/data/global/ui/MENU/a%dq%d.dc6"*/
@ -187,6 +196,8 @@ type questLogTab struct {
func (s *QuestLog) Load() {
var err error
s.completeSound, err = s.audioProvider.LoadSound(d2resource.QuestLogDoneSfx, false, false)
s.panelGroup = s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
frame := d2ui.NewUIFrame(s.asset, s.uiManager, d2ui.FrameLeft)
@ -228,7 +239,8 @@ func (s *QuestLog) Load() {
s.loadTabs()
for i := 0; i < d2enum.ActsNumber; i++ {
s.quests[i] = s.loadQuestIconsForAct(i + 1)
item, icons := s.loadQuestIconsForAct(i + 1)
s.quests[i] = &questEntire{item, icons}
}
s.panelGroup.SetVisible(false)
@ -268,7 +280,7 @@ func (s *QuestLog) loadTabs() {
s.setTab(s.act - 1)
}
func (s *QuestLog) loadQuestIconsForAct(act int) *d2ui.WidgetGroup {
func (s *QuestLog) loadQuestIconsForAct(act int) (*d2ui.WidgetGroup, []*d2ui.Sprite) {
wg := s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
var questsInAct int
@ -282,6 +294,8 @@ func (s *QuestLog) loadQuestIconsForAct(act int) *d2ui.WidgetGroup {
var buttons []*d2ui.Button
var icons []*d2ui.Sprite
var icon *d2ui.Sprite
for n := 0; n < questsInAct; n++ {
@ -307,7 +321,8 @@ func (s *QuestLog) loadQuestIconsForAct(act int) *d2ui.WidgetGroup {
}
icon.SetPosition(x+questOffsetX, y+questOffsetY+iconOffsetY)
wg.AddWidget(icon)
icons = append(icons, icon)
}
for i := 0; i < questsInAct; i++ {
@ -338,9 +353,13 @@ func (s *QuestLog) loadQuestIconsForAct(act int) *d2ui.WidgetGroup {
wg.AddWidget(b)
}
for _, i := range icons {
wg.AddWidget(i)
}
wg.SetVisible(false)
return wg
return wg, icons
}
func (s *QuestLog) makeQuestIconForAct(act, n int) (*d2ui.Sprite, error) {
@ -355,16 +374,6 @@ func (s *QuestLog) makeQuestIconForAct(act, n int) (*d2ui.Sprite, error) {
case d2enum.QuestStatusCompleted:
err = icon.SetCurrentFrame(completedFrame)
case d2enum.QuestStatusCompleting:
// that's not complet now
err = icon.SetCurrentFrame(0)
if err != nil {
s.Error(err.Error())
}
icon.PlayForward()
icon.SetPlayLoop(false)
err = icon.SetCurrentFrame(completedFrame)
s.questStatus[s.cordsToQuestID(act, n)] = d2enum.QuestStatusCompleted
case d2enum.QuestStatusNotStarted:
err = icon.SetCurrentFrame(notStartedFrame)
default:
@ -374,6 +383,26 @@ func (s *QuestLog) makeQuestIconForAct(act, n int) (*d2ui.Sprite, error) {
return icon, err
}
func (s *QuestLog) playQuestAnimations() {
var err error
for j, i := range s.quests[s.selectedTab].icons {
questID := s.cordsToQuestID(s.selectedTab+1, j)
if s.questStatus[questID] == d2enum.QuestStatusCompleting {
s.completeSound.Play()
err = i.SetCurrentFrame(0)
if err != nil {
s.Error(err.Error())
}
i.SetPlayLength(3)
i.PlayForward()
i.SetPlayLoop(false)
s.questStatus[questID] = d2enum.QuestStatusCompleted
}
}
}
func (s *QuestLog) setQuestLabel() {
if s.selectedQuest == 0 {
s.questName.SetText("")
@ -466,6 +495,7 @@ func (s *QuestLog) Open() {
s.isOpen = true
s.panelGroup.SetVisible(true)
s.setTab(s.selectedTab)
s.playQuestAnimations()
}
// Close closed the hero status panel
@ -487,7 +517,15 @@ func (s *QuestLog) SetOnCloseCb(cb func()) {
// Advance updates labels on the panel
func (s *QuestLog) Advance(elapsed float64) {
//
if !s.IsOpen() {
return
}
for _, i := range s.quests[s.selectedTab].icons {
if err := i.Advance(elapsed); err != nil {
s.Error(err.Error())
}
}
}
func (s *QuestLog) renderStaticMenu(target d2interface.Surface) {