mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-06-16 12:35:22 +00:00
animation stops playing, when quest log is closed & quest socket gets highlighted, when animation is playing & fixed highlight bug
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parent
856138daca
commit
8a027eb48d
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@ -51,6 +51,8 @@ const (
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questTabXOffset = 61
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)
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const questCompleteAnimationDuration = 3
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func (s *QuestLog) getPositionForSocket(number int) (x, y int) {
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pos := []struct {
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x int
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@ -80,12 +82,12 @@ func NewQuestLog(asset *d2asset.AssetManager,
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qs := map[int]int{
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0: -2,
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1: -2,
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2: -1,
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2: -2,
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3: 0,
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4: 1,
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5: 2,
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6: 3,
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7: 0,
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7: -1,
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8: 0,
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9: 0,
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10: 0,
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@ -169,7 +171,9 @@ type QuestLog struct {
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type questEntire struct {
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*d2ui.WidgetGroup
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icons []*d2ui.Sprite
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icons []*d2ui.Sprite
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buttons []*d2ui.Button
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sockets []*d2ui.Sprite
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}
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/* questIconTab returns path to quest animation using its
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@ -185,6 +189,11 @@ const (
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notStartedFrame = 26
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)
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const (
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socketNormalFrame = 0
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socketHighlightedFrame = 1
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)
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const questDescriptionLenght = 30
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type questLogTab struct {
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@ -197,6 +206,9 @@ func (s *QuestLog) Load() {
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var err error
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s.completeSound, err = s.audioProvider.LoadSound(d2resource.QuestLogDoneSfx, false, false)
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if err != nil {
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s.Error(err.Error())
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}
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s.panelGroup = s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
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@ -238,9 +250,10 @@ func (s *QuestLog) Load() {
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s.loadTabs()
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// creates quest boards for each act
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for i := 0; i < d2enum.ActsNumber; i++ {
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item, icons := s.loadQuestIconsForAct(i + 1)
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s.quests[i] = &questEntire{item, icons}
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item, icons, buttons, sockets := s.loadQuestBoard(i + 1)
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s.quests[i] = &questEntire{item, icons, buttons, sockets}
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}
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s.panelGroup.SetVisible(false)
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@ -280,7 +293,8 @@ func (s *QuestLog) loadTabs() {
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s.setTab(s.act - 1)
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}
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func (s *QuestLog) loadQuestIconsForAct(act int) (*d2ui.WidgetGroup, []*d2ui.Sprite) {
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// loadQuestBoard creates quest fields (socket, button, icon) for specified act
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func (s *QuestLog) loadQuestBoard(act int) (*d2ui.WidgetGroup, []*d2ui.Sprite, []*d2ui.Button, []*d2ui.Sprite) {
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wg := s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
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var questsInAct int
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@ -307,62 +321,68 @@ func (s *QuestLog) loadQuestIconsForAct(act int) (*d2ui.WidgetGroup, []*d2ui.Spr
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s.Error(err.Error())
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}
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socket.SetPosition(x+questOffsetX, y+iconOffsetY+2*questOffsetY)
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socket.SetPosition(x, y+iconOffsetY+questOffsetY)
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sockets = append(sockets, socket)
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icon, err = s.makeQuestIconForAct(act, n, x, y)
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if err != nil {
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s.Error(err.Error())
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}
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icons = append(icons, icon)
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button := s.uiManager.NewButton(d2ui.ButtonTypeBlankQuestBtn, "")
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button.SetPosition(x+questOffsetX, y+questOffsetY)
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button.SetEnabled(s.questStatus[s.cordsToQuestID(act, cw)] != d2enum.QuestStatusNotStarted)
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buttons = append(buttons, button)
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icon, err = s.makeQuestIconForAct(act, n)
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if err != nil {
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s.Error(err.Error())
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}
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icon.SetPosition(x+questOffsetX, y+questOffsetY+iconOffsetY)
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icons = append(icons, icon)
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}
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for i := 0; i < questsInAct; i++ {
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currentQuest := i
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// creates callback for quest button
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buttons[i].OnActivated(func() {
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var err error
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// set normal (not-highlighted) frame for each quest socket
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for j := 0; j < questsInAct; j++ {
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err = sockets[j].SetCurrentFrame(0)
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err = sockets[j].SetCurrentFrame(socketNormalFrame)
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if err != nil {
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s.Error(err.Error())
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}
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}
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if act-1 == s.selectedTab {
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err = sockets[currentQuest].SetCurrentFrame(1)
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if err != nil {
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s.Error(err.Error())
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}
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// highlights appropiate socket
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err = sockets[currentQuest].SetCurrentFrame(socketHighlightedFrame)
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if err != nil {
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s.Error(err.Error())
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}
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s.onQuestClicked(currentQuest + 1)
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})
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}
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// adds sockets to widget group
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for _, s := range sockets {
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wg.AddWidget(s)
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}
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// adds buttons to widget group
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for _, b := range buttons {
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wg.AddWidget(b)
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}
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// adds icons to widget group
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for _, i := range icons {
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wg.AddWidget(i)
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}
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wg.SetVisible(false)
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return wg, icons
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return wg, icons, buttons, sockets
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}
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func (s *QuestLog) makeQuestIconForAct(act, n int) (*d2ui.Sprite, error) {
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func (s *QuestLog) makeQuestIconForAct(act, n int, x, y int) (*d2ui.Sprite, error) {
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iconResource := s.questIconsTable(act, n)
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icon, err := s.uiManager.NewSprite(iconResource, d2resource.PaletteSky)
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@ -382,9 +402,12 @@ func (s *QuestLog) makeQuestIconForAct(act, n int) (*d2ui.Sprite, error) {
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err = icon.SetCurrentFrame(inProgresFrame)
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}
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icon.SetPosition(x+questOffsetX, y+questOffsetY+iconOffsetY)
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return icon, err
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}
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// playQuestAnimations plays animations for quests (when status=questStatusCompleting)
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func (s *QuestLog) playQuestAnimations() {
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var err error
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@ -392,20 +415,25 @@ func (s *QuestLog) playQuestAnimations() {
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questID := s.cordsToQuestID(s.selectedTab+1, j)
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if s.questStatus[questID] == d2enum.QuestStatusCompleting {
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s.completeSound.Play()
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// quest should be highlighted and it's label should be displayed
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s.quests[s.selectedTab].buttons[j].Activate()
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err = i.SetCurrentFrame(0)
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if err != nil {
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s.Error(err.Error())
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}
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i.SetPlayLength(3)
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i.SetPlayLength(questCompleteAnimationDuration)
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i.PlayForward()
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i.SetPlayLoop(false)
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}
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}
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}
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// setQuestLabel loads quest labels text (title and description)
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func (s *QuestLog) setQuestLabel() {
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if s.selectedQuest == 0 {
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if s.selectedQuest == d2enum.QuestNone {
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s.questName.SetText("")
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s.questDescr.SetText("")
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@ -416,7 +444,7 @@ func (s *QuestLog) setQuestLabel() {
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status := s.questStatus[s.cordsToQuestID(s.selectedTab+1, s.selectedQuest)-1]
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switch status {
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case d2enum.QuestStatusCompleted:
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case d2enum.QuestStatusCompleted, d2enum.QuestStatusCompleting:
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s.questDescr.SetText(
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strings.Join(
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d2util.SplitIntoLinesWithMaxWidth(
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@ -424,8 +452,6 @@ func (s *QuestLog) setQuestLabel() {
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questDescriptionLenght),
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"\n"),
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)
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case d2enum.QuestStatusCompleting:
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s.questDescr.SetText("")
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case d2enum.QuestStatusNotStarted:
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s.questDescr.SetText("")
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default:
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@ -440,12 +466,26 @@ func (s *QuestLog) setQuestLabel() {
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}
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}
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func (s *QuestLog) clearHighlightment() {
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for _, i := range s.quests[s.selectedTab].sockets {
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err := i.SetCurrentFrame(socketNormalFrame)
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if err != nil {
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s.Error(err.Error())
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}
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}
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}
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func (s *QuestLog) setTab(tab int) {
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var mod int
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// before we leafe current tab, we need to switch highlighted
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// quest socket to normal frame
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s.clearHighlightment()
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s.selectedTab = tab
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s.selectedQuest = d2enum.QuestNone
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s.setQuestLabel()
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s.playQuestAnimations()
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for i := 0; i < s.maxPlayersAct; i++ {
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s.quests[i].SetVisible(tab == i)
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@ -508,9 +548,26 @@ func (s *QuestLog) Close() {
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s.quests[i].SetVisible(false)
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}
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s.stopPlayedAnimations()
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s.onCloseCb()
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}
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func (s *QuestLog) stopPlayedAnimations() {
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// stops all played animations
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for j, i := range s.quests[s.selectedTab].icons {
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questID := s.cordsToQuestID(s.selectedTab+1, j)
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if s.questStatus[questID] == d2enum.QuestStatusCompleting {
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s.questStatus[questID] = d2enum.QuestStatusCompleted
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err := i.SetCurrentFrame(completedFrame)
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if err != nil {
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s.Error(err.Error())
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}
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}
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}
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}
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// SetOnCloseCb the callback run on closing the HeroStatsPanel
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func (s *QuestLog) SetOnCloseCb(cb func()) {
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s.onCloseCb = cb
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@ -528,6 +585,7 @@ func (s *QuestLog) Advance(elapsed float64) {
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if err := i.Advance(elapsed); err != nil {
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s.Error(err.Error())
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}
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if i.GetCurrentFrame() == completedFrame {
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s.questStatus[questID] = d2enum.QuestStatusCompleted
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}
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