mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2025-02-20 23:47:16 -05:00
Fixed walking animations and pathing bugs. (#345)
This commit is contained in:
parent
7bf646b435
commit
a8c6bbec9d
@ -1,6 +1,8 @@
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package d2common
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import "math"
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import (
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"math"
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)
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func MinInt(a, b int) int {
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if a < b {
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@ -89,3 +91,36 @@ func GetRadiansBetween(p1X, p1Y, p2X, p2Y float64) float64 {
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func AlmostEqual(a, b, threshold float64) bool {
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return math.Abs(a-b) <= threshold
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}
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// Return the new adjusted value, as well as any remaining amount after the max
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func AdjustWithRemainder(sourceValue, adjustment, targetvalue float64) (newValue, remainder float64) {
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if adjustment == 0 || math.Abs(adjustment) < 0.000001 {
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return sourceValue, 0
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}
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adjustNegative := adjustment < 0.0
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maxNegative := targetvalue-sourceValue < 0.0
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if adjustNegative != maxNegative {
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// FIXME: This shouldn't happen but it happens all the time..
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return sourceValue, 0
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//panic("Cannot move towards the opposite direction...")
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}
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finalValue := sourceValue + adjustment
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if !adjustNegative {
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if finalValue > targetvalue {
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diff := finalValue - targetvalue // RoundToDecial(finalValue-targetvalue, 6)
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return targetvalue, diff
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}
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return finalValue, 0
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}
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if finalValue < targetvalue {
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return targetvalue, RoundToDecial(finalValue-targetvalue, 6)
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}
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return finalValue, 0
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}
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func RoundToDecial(f float64, d int) float64 {
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digits := float64(math.Pow10(d))
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return math.Trunc(f*digits) / digits
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}
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25
d2common/math_test.go
Normal file
25
d2common/math_test.go
Normal file
@ -0,0 +1,25 @@
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package d2common
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import (
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"testing"
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)
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type TestRecord struct {
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source, adjust, max, expectedResult, expectedRemain float64
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}
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func TestSomething(t *testing.T) {
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var testValues = []TestRecord{
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{100, 10, 100.2, 100.2, 9.8},
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}
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for _, test := range testValues {
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res, remain := AdjustWithRemainder(test.source, test.adjust, test.max)
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if res != test.expectedResult {
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t.Errorf("Expected result of %f but got %f", test.expectedResult, res)
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}
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if remain != test.expectedRemain {
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t.Errorf("Expected result of %f but got %f", test.expectedRemain, remain)
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}
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}
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}
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@ -62,6 +62,10 @@ func (c *Composite) Render(target d2render.Surface) error {
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return nil
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}
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func (c Composite) GetAnimationMode() string {
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return c.mode.animationMode
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}
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func (c *Composite) SetMode(animationMode, weaponClass string, direction int) error {
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if c.mode != nil && c.mode.animationMode == animationMode && c.mode.weaponClass == weaponClass && c.mode.direction == direction {
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return nil
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@ -10,9 +10,11 @@ import (
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// AnimatedComposite represents a composite of animations that can be projected onto the map.
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type AnimatedComposite struct {
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mapEntity
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animationMode string
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composite *d2asset.Composite
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direction int
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//animationMode string
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composite *d2asset.Composite
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direction int
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player *Player
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objectLookup *d2datadict.ObjectLookupRecord
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}
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// CreateAnimatedComposite creates an instance of AnimatedComposite
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@ -23,21 +25,27 @@ func CreateAnimatedComposite(x, y int, object *d2datadict.ObjectLookupRecord, pa
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}
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entity := &AnimatedComposite{
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mapEntity: createMapEntity(x, y),
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composite: composite,
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mapEntity: createMapEntity(x, y),
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composite: composite,
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objectLookup: object,
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}
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entity.mapEntity.directioner = entity.rotate
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return entity, nil
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}
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func (ac *AnimatedComposite) SetPlayer(player *Player) {
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ac.player = player
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}
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func (ac *AnimatedComposite) SetAnimationMode(animationMode string) error {
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return ac.composite.SetMode(animationMode, ac.weaponClass, ac.direction)
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}
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// SetMode changes the graphical mode of this animated entity
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func (ac *AnimatedComposite) SetMode(animationMode, weaponClass string, direction int) error {
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ac.animationMode = animationMode
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ac.composite.SetMode(animationMode, weaponClass, direction)
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ac.direction = direction
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ac.weaponClass = weaponClass
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err := ac.composite.SetMode(animationMode, weaponClass, direction)
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if err != nil {
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@ -61,19 +69,24 @@ func (ac *AnimatedComposite) Render(target d2render.Surface) {
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// rotate sets direction and changes animation
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func (ac *AnimatedComposite) rotate(angle float64) {
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// TODO: Check if is in town and if is player.
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newAnimationMode := ac.animationMode
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newAnimationMode := ac.composite.GetAnimationMode()
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if !ac.IsAtTarget() {
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newAnimationMode = d2enum.AnimationModeMonsterWalk.String()
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}
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if newAnimationMode != ac.animationMode {
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ac.SetMode(newAnimationMode, ac.weaponClass, ac.direction)
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if ac.player != nil {
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if ac.player.IsInTown() {
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newAnimationMode = d2enum.AnimationModePlayerTownWalk.String()
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} else {
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newAnimationMode = d2enum.AnimationModePlayerWalk.String()
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}
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} else {
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newAnimationMode = d2enum.AnimationModeMonsterWalk.String()
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}
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}
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newDirection := angleToDirection(angle)
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if newDirection != ac.direction {
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ac.SetMode(ac.animationMode, ac.weaponClass, newDirection)
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if newAnimationMode != ac.composite.GetAnimationMode() || newDirection != ac.direction {
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ac.SetMode(newAnimationMode, ac.weaponClass, newDirection)
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}
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}
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func (ac *AnimatedComposite) Advance(elapsed float64) {
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@ -62,7 +62,7 @@ func (m *mapEntity) getStepLength(tickTime float64) (float64, float64) {
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}
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func (m *mapEntity) IsAtTarget() bool {
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return m.LocationX == m.TargetX && m.LocationY == m.TargetY && !m.HasPathFinding()
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return math.Abs(m.LocationX-m.TargetX) < 0.0001 && math.Abs(m.LocationY-m.TargetY) < 0.0001 && !m.HasPathFinding()
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}
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func (m *mapEntity) Step(tickTime float64) {
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@ -75,40 +75,48 @@ func (m *mapEntity) Step(tickTime float64) {
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}
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stepX, stepY := m.getStepLength(tickTime)
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if d2common.AlmostEqual(m.LocationX, m.TargetX, stepX) {
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m.LocationX = m.TargetX
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}
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if d2common.AlmostEqual(m.LocationY, m.TargetY, stepY) {
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m.LocationY = m.TargetY
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}
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if m.LocationX != m.TargetX {
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m.LocationX += stepX
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}
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if m.LocationY != m.TargetY {
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m.LocationY += stepY
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}
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m.subcellX = 1 + math.Mod(m.LocationX, 5)
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m.subcellY = 1 + math.Mod(m.LocationY, 5)
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m.TileX = int(m.LocationX / 5)
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m.TileY = int(m.LocationY / 5)
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if (m.LocationX != m.TargetX) || (m.LocationY != m.TargetY) {
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return
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}
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if len(m.path) > 0 {
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m.SetTarget(m.path[0].(*PathTile).X*5, m.path[0].(*PathTile).Y*5, m.done)
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if len(m.path) > 1 {
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m.path = m.path[1:]
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} else {
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m.path = []astar.Pather{}
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looped := false
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for {
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looped = looped
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if d2common.AlmostEqual(m.LocationX-m.TargetX, 0, 0.0001) {
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stepX = 0
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}
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return
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}
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if d2common.AlmostEqual(m.LocationY-m.TargetY, 0, 0.0001) {
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stepY = 0
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}
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m.LocationX, stepX = d2common.AdjustWithRemainder(m.LocationX, stepX, m.TargetX)
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m.LocationY, stepY = d2common.AdjustWithRemainder(m.LocationY, stepY, m.TargetY)
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m.subcellX = 1 + math.Mod(m.LocationX, 5)
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m.subcellY = 1 + math.Mod(m.LocationY, 5)
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m.TileX = int(m.LocationX / 5)
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m.TileY = int(m.LocationY / 5)
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if d2common.AlmostEqual(m.LocationX, m.TargetX, 0.01) && d2common.AlmostEqual(m.LocationY, m.TargetY, 0.01) {
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if len(m.path) > 0 {
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m.SetTarget(m.path[0].(*PathTile).X*5, m.path[0].(*PathTile).Y*5, m.done)
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if len(m.path) > 1 {
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m.path = m.path[1:]
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} else {
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m.path = []astar.Pather{}
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}
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} else {
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m.LocationX = m.TargetX
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m.LocationY = m.TargetY
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m.subcellX = 1 + math.Mod(m.LocationX, 5)
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m.subcellY = 1 + math.Mod(m.LocationY, 5)
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m.TileX = int(m.LocationX / 5)
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m.TileY = int(m.LocationY / 5)
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}
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}
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if stepX == 0 && stepY == 0 {
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break
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}
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looped = true
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}
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}
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func (m *mapEntity) HasPathFinding() bool {
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@ -91,7 +91,7 @@ func (v *NPC) next() {
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v.repetitions = 0
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}
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if v.animationMode != newAnimationMode.String() {
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if v.composite.GetAnimationMode() != newAnimationMode.String() {
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v.SetMode(newAnimationMode.String(), v.weaponClass, v.direction)
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}
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}
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@ -13,17 +13,19 @@ import (
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type Player struct {
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*AnimatedComposite
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Equipment d2inventory.CharacterEquipment
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Id string
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mode d2enum.AnimationMode
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direction int
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Name string
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nameLabel d2ui.Label
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Equipment d2inventory.CharacterEquipment
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Id string
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direction int
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Name string
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nameLabel d2ui.Label
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lastPathSize int
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isInTown bool
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animationMode string
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}
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func CreatePlayer(id, name string, x, y int, direction int, heroType d2enum.Hero, equipment d2inventory.CharacterEquipment) *Player {
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object := &d2datadict.ObjectLookupRecord{
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Mode: d2enum.AnimationModePlayerNeutral.String(),
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Mode: d2enum.AnimationModePlayerTownNeutral.String(),
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Base: "/data/global/chars",
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Token: heroType.GetToken(),
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Class: equipment.RightHand.GetWeaponClass(),
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@ -47,7 +49,6 @@ func CreatePlayer(id, name string, x, y int, direction int, heroType d2enum.Hero
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Id: id,
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AnimatedComposite: entity,
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Equipment: equipment,
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mode: d2enum.AnimationModePlayerTownNeutral,
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direction: direction,
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Name: name,
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nameLabel: d2ui.CreateLabel(d2resource.FontFormal11, d2resource.PaletteStatic),
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@ -55,17 +56,32 @@ func CreatePlayer(id, name string, x, y int, direction int, heroType d2enum.Hero
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result.nameLabel.Alignment = d2ui.LabelAlignCenter
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result.nameLabel.SetText(name)
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result.nameLabel.Color = color.White
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err = result.SetMode(result.mode.String(), equipment.RightHand.GetWeaponClass(), direction)
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result.SetPlayer(result)
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err = result.SetMode(d2enum.AnimationModePlayerTownNeutral.String(), equipment.RightHand.GetWeaponClass(), direction)
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if err != nil {
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panic(err)
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}
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return result
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}
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func (p *Player) SetIsInTown(isInTown bool) {
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p.isInTown = isInTown
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}
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func (p Player) IsInTown() bool {
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return p.isInTown
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}
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func (v *Player) Advance(tickTime float64) {
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v.Step(tickTime)
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v.AnimatedComposite.Advance(tickTime)
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if v.lastPathSize != len(v.path) {
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v.lastPathSize = len(v.path)
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}
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if v.AnimatedComposite.composite.GetAnimationMode() != v.animationMode {
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v.animationMode = v.AnimatedComposite.composite.GetAnimationMode()
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}
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}
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func (v *Player) Render(target d2render.Surface) {
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@ -483,7 +483,7 @@ func (mr *MapRegion) renderWall(tile d2ds1.WallRecord, viewport *Viewport, targe
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return
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}
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viewport.PushTranslationOrtho(-80, float64(tile.YAdjust))
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viewport.PushTranslationOrtho(-80, float64(tile.YAdjust)-8)
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defer viewport.PopTranslation()
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target.PushTranslation(viewport.GetTranslationScreen())
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@ -571,12 +571,15 @@ func (mr *MapRegion) renderTileDebug(x, y int, debugVisLevel int, viewport *View
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for xx := 0; xx < 5; xx++ {
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isoX := (xx - yy) * 16
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isoY := (xx + yy) * 8
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target.PushTranslation(isoX-3, isoY+4)
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var walkableArea = mr.walkableArea[yy+(ay*5)][xx+(ax*5)]
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if !walkableArea.Walkable {
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target.DrawRect(5, 5, tileCollisionColor)
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if !((len(mr.walkableArea) <= yy+(ay*5)) || (len(mr.walkableArea[yy+(ay*5)]) <= xx+(ax*5))) {
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var walkableArea = mr.walkableArea[yy+(ay*5)][xx+(ax*5)]
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if !walkableArea.Walkable {
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target.PushTranslation(isoX-3, isoY+4)
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target.DrawRect(5, 5, tileCollisionColor)
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target.Pop()
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}
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}
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target.Pop()
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}
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}
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}
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BIN
d2discord.png
Normal file
BIN
d2discord.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 108 KiB |
@ -1,7 +1,6 @@
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package d2gamescreen
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import (
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"fmt"
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"image/color"
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"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket"
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@ -63,19 +62,20 @@ func (v *Game) Advance(tickTime float64) error {
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v.gameClient.MapEngine.Advance(tickTime) // TODO: Hack
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v.ticksSinceLevelCheck += tickTime
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if v.ticksSinceLevelCheck > 2.0 {
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if v.ticksSinceLevelCheck > 1.0 {
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v.ticksSinceLevelCheck = 0
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if v.localPlayer != nil {
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region := v.gameClient.MapEngine.GetRegionAtTile(v.localPlayer.TileX, v.localPlayer.TileY)
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if region != nil {
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levelType := region.GetLevelType().Id
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fmt.Printf("Level checked: %d (%s)\t%d, %d\n", levelType, region.GetLevelType().Name, v.localPlayer.TileX, v.localPlayer.TileY)
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if levelType != v.lastLevelType {
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v.lastLevelType = levelType
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switch levelType {
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case 1: // Rogue encampent
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v.localPlayer.SetIsInTown(true)
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d2audio.PlayBGM("/data/global/music/Act1/town1.wav")
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case 2: // Blood Moore
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v.localPlayer.SetIsInTown(false)
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d2audio.PlayBGM("/data/global/music/Act1/wild.wav")
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}
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}
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BIN
d2logo.png
BIN
d2logo.png
Binary file not shown.
Before Width: | Height: | Size: 112 KiB After Width: | Height: | Size: 116 KiB |
@ -86,9 +86,11 @@ func (g *GameClient) OnPacketReceived(packet d2netpacket.NetPacket) error {
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path, _, found := g.MapEngine.PathFind(movePlayer.StartX, movePlayer.StartY, movePlayer.DestX, movePlayer.DestY)
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if found {
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player.AnimatedComposite.SetPath(path, func() {
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player.AnimatedComposite.SetAnimationMode(
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d2enum.AnimationModeObjectNeutral.String(),
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)
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if g.MapEngine.GetRegionAtTile(player.TileX, player.TileY).GetLevelType().Id == int(d2enum.RegionAct1Town) {
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player.AnimatedComposite.SetAnimationMode(d2enum.AnimationModePlayerTownNeutral.String())
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} else {
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player.AnimatedComposite.SetAnimationMode(d2enum.AnimationModePlayerNeutral.String())
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}
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})
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}
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break
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