animation stops playing, when quest log is closed & quest socket gets highlighted, when animation is playing & fixed highlight bug

This commit is contained in:
M. Sz 2020-12-17 11:02:39 +01:00
parent 856138daca
commit 8a027eb48d
1 changed files with 86 additions and 28 deletions

View File

@ -51,6 +51,8 @@ const (
questTabXOffset = 61
)
const questCompleteAnimationDuration = 3
func (s *QuestLog) getPositionForSocket(number int) (x, y int) {
pos := []struct {
x int
@ -80,12 +82,12 @@ func NewQuestLog(asset *d2asset.AssetManager,
qs := map[int]int{
0: -2,
1: -2,
2: -1,
2: -2,
3: 0,
4: 1,
5: 2,
6: 3,
7: 0,
7: -1,
8: 0,
9: 0,
10: 0,
@ -169,7 +171,9 @@ type QuestLog struct {
type questEntire struct {
*d2ui.WidgetGroup
icons []*d2ui.Sprite
icons []*d2ui.Sprite
buttons []*d2ui.Button
sockets []*d2ui.Sprite
}
/* questIconTab returns path to quest animation using its
@ -185,6 +189,11 @@ const (
notStartedFrame = 26
)
const (
socketNormalFrame = 0
socketHighlightedFrame = 1
)
const questDescriptionLenght = 30
type questLogTab struct {
@ -197,6 +206,9 @@ func (s *QuestLog) Load() {
var err error
s.completeSound, err = s.audioProvider.LoadSound(d2resource.QuestLogDoneSfx, false, false)
if err != nil {
s.Error(err.Error())
}
s.panelGroup = s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
@ -238,9 +250,10 @@ func (s *QuestLog) Load() {
s.loadTabs()
// creates quest boards for each act
for i := 0; i < d2enum.ActsNumber; i++ {
item, icons := s.loadQuestIconsForAct(i + 1)
s.quests[i] = &questEntire{item, icons}
item, icons, buttons, sockets := s.loadQuestBoard(i + 1)
s.quests[i] = &questEntire{item, icons, buttons, sockets}
}
s.panelGroup.SetVisible(false)
@ -280,7 +293,8 @@ func (s *QuestLog) loadTabs() {
s.setTab(s.act - 1)
}
func (s *QuestLog) loadQuestIconsForAct(act int) (*d2ui.WidgetGroup, []*d2ui.Sprite) {
// loadQuestBoard creates quest fields (socket, button, icon) for specified act
func (s *QuestLog) loadQuestBoard(act int) (*d2ui.WidgetGroup, []*d2ui.Sprite, []*d2ui.Button, []*d2ui.Sprite) {
wg := s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
var questsInAct int
@ -307,62 +321,68 @@ func (s *QuestLog) loadQuestIconsForAct(act int) (*d2ui.WidgetGroup, []*d2ui.Spr
s.Error(err.Error())
}
socket.SetPosition(x+questOffsetX, y+iconOffsetY+2*questOffsetY)
socket.SetPosition(x, y+iconOffsetY+questOffsetY)
sockets = append(sockets, socket)
icon, err = s.makeQuestIconForAct(act, n, x, y)
if err != nil {
s.Error(err.Error())
}
icons = append(icons, icon)
button := s.uiManager.NewButton(d2ui.ButtonTypeBlankQuestBtn, "")
button.SetPosition(x+questOffsetX, y+questOffsetY)
button.SetEnabled(s.questStatus[s.cordsToQuestID(act, cw)] != d2enum.QuestStatusNotStarted)
buttons = append(buttons, button)
icon, err = s.makeQuestIconForAct(act, n)
if err != nil {
s.Error(err.Error())
}
icon.SetPosition(x+questOffsetX, y+questOffsetY+iconOffsetY)
icons = append(icons, icon)
}
for i := 0; i < questsInAct; i++ {
currentQuest := i
// creates callback for quest button
buttons[i].OnActivated(func() {
var err error
// set normal (not-highlighted) frame for each quest socket
for j := 0; j < questsInAct; j++ {
err = sockets[j].SetCurrentFrame(0)
err = sockets[j].SetCurrentFrame(socketNormalFrame)
if err != nil {
s.Error(err.Error())
}
}
if act-1 == s.selectedTab {
err = sockets[currentQuest].SetCurrentFrame(1)
if err != nil {
s.Error(err.Error())
}
// highlights appropiate socket
err = sockets[currentQuest].SetCurrentFrame(socketHighlightedFrame)
if err != nil {
s.Error(err.Error())
}
s.onQuestClicked(currentQuest + 1)
})
}
// adds sockets to widget group
for _, s := range sockets {
wg.AddWidget(s)
}
// adds buttons to widget group
for _, b := range buttons {
wg.AddWidget(b)
}
// adds icons to widget group
for _, i := range icons {
wg.AddWidget(i)
}
wg.SetVisible(false)
return wg, icons
return wg, icons, buttons, sockets
}
func (s *QuestLog) makeQuestIconForAct(act, n int) (*d2ui.Sprite, error) {
func (s *QuestLog) makeQuestIconForAct(act, n int, x, y int) (*d2ui.Sprite, error) {
iconResource := s.questIconsTable(act, n)
icon, err := s.uiManager.NewSprite(iconResource, d2resource.PaletteSky)
@ -382,9 +402,12 @@ func (s *QuestLog) makeQuestIconForAct(act, n int) (*d2ui.Sprite, error) {
err = icon.SetCurrentFrame(inProgresFrame)
}
icon.SetPosition(x+questOffsetX, y+questOffsetY+iconOffsetY)
return icon, err
}
// playQuestAnimations plays animations for quests (when status=questStatusCompleting)
func (s *QuestLog) playQuestAnimations() {
var err error
@ -392,20 +415,25 @@ func (s *QuestLog) playQuestAnimations() {
questID := s.cordsToQuestID(s.selectedTab+1, j)
if s.questStatus[questID] == d2enum.QuestStatusCompleting {
s.completeSound.Play()
// quest should be highlighted and it's label should be displayed
s.quests[s.selectedTab].buttons[j].Activate()
err = i.SetCurrentFrame(0)
if err != nil {
s.Error(err.Error())
}
i.SetPlayLength(3)
i.SetPlayLength(questCompleteAnimationDuration)
i.PlayForward()
i.SetPlayLoop(false)
}
}
}
// setQuestLabel loads quest labels text (title and description)
func (s *QuestLog) setQuestLabel() {
if s.selectedQuest == 0 {
if s.selectedQuest == d2enum.QuestNone {
s.questName.SetText("")
s.questDescr.SetText("")
@ -416,7 +444,7 @@ func (s *QuestLog) setQuestLabel() {
status := s.questStatus[s.cordsToQuestID(s.selectedTab+1, s.selectedQuest)-1]
switch status {
case d2enum.QuestStatusCompleted:
case d2enum.QuestStatusCompleted, d2enum.QuestStatusCompleting:
s.questDescr.SetText(
strings.Join(
d2util.SplitIntoLinesWithMaxWidth(
@ -424,8 +452,6 @@ func (s *QuestLog) setQuestLabel() {
questDescriptionLenght),
"\n"),
)
case d2enum.QuestStatusCompleting:
s.questDescr.SetText("")
case d2enum.QuestStatusNotStarted:
s.questDescr.SetText("")
default:
@ -440,12 +466,26 @@ func (s *QuestLog) setQuestLabel() {
}
}
func (s *QuestLog) clearHighlightment() {
for _, i := range s.quests[s.selectedTab].sockets {
err := i.SetCurrentFrame(socketNormalFrame)
if err != nil {
s.Error(err.Error())
}
}
}
func (s *QuestLog) setTab(tab int) {
var mod int
// before we leafe current tab, we need to switch highlighted
// quest socket to normal frame
s.clearHighlightment()
s.selectedTab = tab
s.selectedQuest = d2enum.QuestNone
s.setQuestLabel()
s.playQuestAnimations()
for i := 0; i < s.maxPlayersAct; i++ {
s.quests[i].SetVisible(tab == i)
@ -508,9 +548,26 @@ func (s *QuestLog) Close() {
s.quests[i].SetVisible(false)
}
s.stopPlayedAnimations()
s.onCloseCb()
}
func (s *QuestLog) stopPlayedAnimations() {
// stops all played animations
for j, i := range s.quests[s.selectedTab].icons {
questID := s.cordsToQuestID(s.selectedTab+1, j)
if s.questStatus[questID] == d2enum.QuestStatusCompleting {
s.questStatus[questID] = d2enum.QuestStatusCompleted
err := i.SetCurrentFrame(completedFrame)
if err != nil {
s.Error(err.Error())
}
}
}
}
// SetOnCloseCb the callback run on closing the HeroStatsPanel
func (s *QuestLog) SetOnCloseCb(cb func()) {
s.onCloseCb = cb
@ -528,6 +585,7 @@ func (s *QuestLog) Advance(elapsed float64) {
if err := i.Advance(elapsed); err != nil {
s.Error(err.Error())
}
if i.GetCurrentFrame() == completedFrame {
s.questStatus[questID] = d2enum.QuestStatusCompleted
}