Commit Graph

57 Commits

Author SHA1 Message Date
M. Sz 20f2649b65 asset manager: merged TranslateLabel to TranslateString 2021-02-02 10:15:18 +01:00
M. Sz 7178b8e56c fixed bug, when character created in multiplayer mode but game started in single 2021-01-13 20:37:45 +01:00
gucio321 2e31f3d1ec
Move Gold Panel (#962)
* move gold panel
2020-12-12 01:39:26 -08:00
Tim Sarbin 73d381215e
Merge pull request #951 from gucio321/multi-language-labels
Multi language labels
2020-11-27 11:47:54 -05:00
M. Sz 2dab48a2ee Updated some labels 2020-11-26 13:51:39 +01:00
M. Sz 76257ca351 moved some stuff 2020-11-26 11:13:35 +01:00
M. Sz 74cdc3913a fixed necromancer animation in select her class menu 2020-11-25 19:55:18 +01:00
M. Sz 91f28516ff fixed lints 2020-11-25 19:25:19 +01:00
M. Sz 122b49b1cf Adds translatable labels in most part of main menu 2020-11-25 18:40:56 +01:00
gucio321 518a667a84
modification of the logger (#940)
Co-authored-by: M. Sz <mszeptuch@protonmail.com>
2020-11-21 21:36:59 -08:00
gucio321 2153f5ce64
implemented logger in d2gamescreen (#925)
* implemented logger in d2gamescreen

* logger in d2game/d2player

* logger for app.go
2020-11-18 13:02:49 -08:00
Julien Ganichot 0d691dbffa
Key binding menu (#918)
* Feat(KeyBindingMenu): Adds dynamic box system with scrollbar

* Feat(Hotkeys): WIP Adds a lot of things

* Feat(KeyBindingMenu): WIP Adds logic to binding

* Feat(KeyBindingMenu): Fixes assignment logic

* Feat(KeyBindingMenu): Adds buttons logic

* Feat(KeyBindingMenu): Fixes sprites positions+add padding to Box

* Feat(KeyBindingMenu): Adds label blinking cap

* Feat(KeyBindingMenu): Removes commented func

* Feat(KeyBindingMenu): Fixes lint errors and refactors a bit

* Feat(KeyBindingMenu): Corrects few minor things from Grave

* Feat(KeyBindingMenu): removes forgotten key to string mapping
2020-11-13 12:03:30 -08:00
juander 976431c8e5 Revert "d2ui/sprite: Refactor Render() to RenderNoError()"
This reverts commit 77cd538c2f.

Since we removed the return of errors from the Render() method, we no
longer require the RenderNoError() method.
2020-11-11 15:05:04 +01:00
juander 606fc028ac Revert "d2ui/label: Refactor Render() to RenderNoError()"
This reverts commit f2a55312e4.

Since we removed the return of errors from the Render() method, we no
longer require the RenderNoError() method.
2020-11-11 15:01:36 +01:00
juander c148941194 d2ui/drawable: Refactor render() method to not return error
this simplifies error handling statements all over the ui code. Before
we had to write:

if err := foo.Render(target); err != nil {
    return err
}

which simplifies now to foo.Render(target)
2020-11-11 14:55:59 +01:00
juander 77cd538c2f d2ui/sprite: Refactor Render() to RenderNoError()
this allows us to create a Render() method that implements the Widget
interface without killing us with linter warnings.
2020-11-09 18:26:32 +01:00
juander f2a55312e4 d2ui/label: Refactor Render() to RenderNoError()
this allows us to create a Render() method that implements the Widget
interface without killing us with linter warnings.
2020-11-09 18:26:28 +01:00
gravestench af1f0a0eda
removed string table singleton from d2common/d2fileformats/d2tbl/ (#900) 2020-11-03 11:10:11 -08:00
gravestench 6e31cfb52a
migrate to ebiten v2.0 API (#860)
* migrate to ebiten v2.0 API

* fixed lint errors
2020-10-28 14:17:42 -04:00
gravestench 6b5c2a1fc5
removed all 'govet' type lint errors (#834) 2020-10-25 16:50:13 -07:00
gravestench 025ee94e50
Removed all TODO's in project (#831)
* removed the rest of the magic number errors from d2game

* hotfix for bug i added in map engine test

* removed all TODO's in project, made issues on github for each one
2020-10-25 18:36:12 -04:00
Josh Jordan b1cdb47302
Help and Escape Menu click through and close behavior (#761)
* Disallow clicking through the help menu to control the game

* Move Navigator and EscapeMenu up in package tree to be accessible by GameControls. Disallow GameControls input when EscapeMenu is open

* Make ESC key behavior more consistent with D2
2020-10-07 21:20:05 -04:00
Brendan Porter ca45be0948
Adds error handling everywhere (#743)
* adds error handling, returns early from funcs where it makes sense

* fixes build errors

* merge ballresin PR with upstream

* adds error handling, returns early from funcs where it makes sense

* fixes build errors

* merge ballresin PR with upstream

Co-authored-by: dknuth <dknuth0101@gmail.com>
2020-09-23 13:30:54 -04:00
gravestench fc87b2be7a
Removing d2datadict singletons (#738)
* Remove weapons, armor, misc, itemCommon, itemTyps datadict singletons

- removed loader calls from d2app
- removed the HeroObjects singleton from `d2core/d2inventory`
- added an InventoryItemFactory in d2inventory
- package-level functions that use data records are now methods of the InventoryItemFactory
- renamed ItemGenerator in d2item to ItemFactory
- package-level functions that use records are now methods of ItemFactory
- d2map.MapEntityFactory now has an item factory instance for creating items
- fixed a bug in unique item record loader where it loaded an empty record
- added a PlayerStateFactory for creating a player state (uses the asset manager)
- updated the test inventory/equipment code in d2player to handle errors from the ItemFactory
- character select and character creation screens have a player state and inventory item factory
- updated item tests to use the item factory

* minor edit

* Removed d2datadict.Experience singleton

added a HeroStatsFactory, much like the other factories. The factory  gets an
asset manager reference in order to use data records.

* removed d2datadict.AutoMagic singleton

* removed d2datadict.AutoMap singleton

* removed d2datadict.BodyLocations singleton

* removed d2datadict.Books singleton

* Removed singletons for level records

- removed loader calls in d2app
- changed type references from d2datadict to d2records
- added a `MapGenerator` in d2mapgen which uses thew asset manager and map engine
- package-level map generation functions are now MapGenerator methods
- `d2datadict.GetLevelDetails(id int)` is now a method of the RecordManager

* remove SkillCalc and MissileCalc singletons

* Removed CharStats and ItemStatCost singletons

- added an ItemStatFactory which uses the asset manager to create stats
- package-level functions for stats in d2item are now StatFactory methods
- changed type references from d2datadict to d2records
- `d2player.GetAllPlayerStates` is now a method of the `PlayerStateFactory`

* Removed DkillDesc and Skills singletons from d2datadict

- removed loader calls from d2app
- diablo2stats.Stat instances are given a reference to the factory for doing record lookups

* update the stats test to use mock a asset manager and stat factory

* fixed diablo2stats tests and diablo2item tests

* removed CompCodes singleton from d2datadict

* remove cubemain singleton from d2datadict

* removed DifficultyLevels singleton from d2datadict

* removed ElemTypes singleton from d2datadict

* removed events.go loader from d2datadict (was unused)

* removed Gems singleton from d2datadict

* removed Hireling and Inventory singletons from d2datadict

* removed MagicPrefix and MagicSuffix singletons from d2datadict

* removed ItemRatios singleton from d2datadict

* removed Missiles singleton from d2datadict

* removed MonModes singleton

* Removed all monster and npc singletons from d2datadict

- MapStamp instances now get a reference to their factory for doing record lookups

* removed SoundEntry and SoundEnviron singletons from d2datadict
2020-09-20 17:52:01 -04:00
lord 7e3aff557b
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 17:31:45 -04:00
lord 7f6ae1b785
improve AssetManager implementation (#728)
* 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

* minor lint fixes

* removed obsolete interfaces from d2interface

* lint fixes, added data caching to filesystem asset

* adding comment for mpq asset close

* adding comment for mpq asset close
2020-09-14 14:47:11 -04:00
lord 854fce3b14
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
2020-09-12 16:51:30 -04:00
Gürkan Kaymak f4a71c72e4
lint fixes (#727) 2020-09-12 16:25:09 -04:00
lord 0218cad717
organize d2common pakage (#716)
* move music path enumerations into d2resource

* move text dictionary (.tbl) loader into d2fileformats sub-package d2tbl

* lint fix, add doc file for d2tbl

* moved data_dictionary.go into d2fileformats sub-package d2txt, added doc file

* added sub-packages d2geom for geometry-related things, and d2path for path-related things

* moved calcstring.go to d2calculation

* move bitmuncher, bitstream, stream reader/writer from d2common into sub-package d2datautils

* fix lint errors in d2datadict loaders (caused by moving stuf around in d2common)

* move size.go into d2geom

* move d2common/cache.go into sub-package d2common/d2cache

* renamed d2debugutil to d2util, moved utility functions from d2common into d2util
2020-09-08 15:58:35 -04:00
Gürkan Kaymak 858fa18068
lint fixes (#703) 2020-08-11 18:01:33 -04:00
lord acc4c7a13e
d2ui refactor (#699)
* fixed lint errors in button.go

* fixed lint errors in checkbox.go

* Removed d2ui singleton, fixed nearly all lint errors

- Changed `UI` struct to `UIManager`, removed singleton
- UI element provider functions are now methods of the UI Manager
- Screens now use the UI manager to create UI elements
- game panels in d2player now use the UI Manager to create UI elements
- Only the UI manager knows about "widgets"; calls to `d2ui.AddWidget` in Screen instances have been removed

* changed ui element provider methods from `Create` to `New`
2020-08-06 10:30:23 -04:00
lord 524132c122
D2datadict unique items bugfix (#669)
* d2ui.Label: add support for color tokens in labels, multiple colors per label

* unique items should use the item name as the map key
2020-08-02 21:26:07 -04:00
Ziemas 29ea71489d
Sound engine and sound environments (#652)
* Working sound engine and sound environments

* Clean up sounds.txt loader

* Make global volume settings apply properly

Als shuffle some stuff around

* Reset sound engine on game unload
2020-07-30 16:17:26 -04:00
Tim Sarbin 7da1843f49
Lint cleanup (#628) 2020-07-26 14:52:54 -04:00
lord c92ad67eaa
removed most lint errors in d2gamescreen, except for map_engine_testing.go (#603) 2020-07-18 09:54:10 -04:00
David Carrell 3bdbd5c358
rely on App to know how to navigate between screens using a callback interface with explicit methods (#592)
remove unused struct vars that were only stored in order to pass to the next screens

consolidate create game code to single method

export ScreenMode consts and SetScreenMode method to allow app to create the correct screens

Co-authored-by: carrelda <carrelda@git>
2020-07-14 13:11:23 -04:00
David Carrell cc893e4dd4
504 - removes input singleton in favor of d2interface.InputManager constructor injection (#584)
Co-authored-by: carrelda <carrelda@git>
2020-07-13 20:29:17 -04:00
William d85e2bdd51
Javascript console commands (#572)
* Allow the execution of JS from the terminal when hosting a local game or playing a single game

Signed-off-by: William Claude <w.claude@thebeat.co>

* Reorganise imports on edited files

Signed-off-by: William Claude <w.claude@thebeat.co>

* Remove Reset

Signed-off-by: William Claude <w.claude@thebeat.co>
2020-07-11 11:24:04 -04:00
Ziemas e2e8a303c2
Use our own DrawEffects enum for draw effects (#564)
* Add PushEffect, handle effects in renderer

* Set effects instead of blend

* Stop using PushCompositeMode, use PushEffect

* Remove remaining composite mode things
2020-07-08 21:57:35 -04:00
Maxime Lavigne (malavv) 0a78a1adcc
Centralized usage of Fonts to fix cache #515 (#556)
The split between d2ui and d2asset Font version caused incorrect caching between the two. After looking at d2interface.Font, I saw the d2asset was the most recent and more tightly and cleanly packaged.

I therefore removed the old d2ui.Font and embedded the d2asset version in the d2ui.Label and d2ui.Button.

Looking at the code of d2ui, it would be logical to completly swap it for their d2gui version. But at least for the moment, the d2ui.Button as more functionality since it embeds a Label (instead of a font), and this label now has multiline horizontal alignement.
2020-07-07 20:16:22 -04:00
Gürkan Kaymak 473a0b3b19
Remaining lint fixes for the d2gamescreen package (#550)
* lint fixes for the game.go

* lint fixes for the gui_testing.go

* lint fixes for the blizzard_intro.go, map_engine_testing.go and select_hero_class.go

* added package comment for the d2gamescreen package

* fixes after merge
2020-07-06 20:13:55 -04:00
Tim Sarbin 5bfec3ccb0 Removed render singleton. Updated refs. 2020-07-03 14:00:56 -04:00
dk ec0bddc01e
bugfix for issue #528 (#529) 2020-07-03 03:03:44 -04:00
Gürkan Kaymak 9c2b1dccaf
Lint fixes for the d2game/d2gamescreen (#516)
* more lint fixes for the d2core/d2term

* lint fixes for the escape_menu.go

* fixed lint issues of credits screen

* more lint fixes for the d2gamescreen

* lint fixes for the main menu of d2game/d2gamescreen package

* lint fixes for the main menu and map engine testing of d2game/d2gamescreen package

* more lint fixes for the main menu of d2game/d2gamescreen package

* lint fixes for the character select screen of d2game/d2gamescreen package
2020-07-02 13:55:43 -04:00
Maxime Lavigne (malavv) d15221c21c
d2hero is *nearly* lint free #487. (#506)
Only lint left are meaningful TODOs.

I also defaulted the level and exp parameters as if we were to handle non-default state, we would need much more information. It might be worth creating another function at that point.
2020-06-30 17:03:20 -04:00
dk 55dc3e42ed
minor edits (#486)
* adding comments to d2interface for linter

* moved d2render renderer interfaces and types into d2interface
2020-06-29 00:41:58 -04:00
dk 09a28c2822
removed d2term singleton (#483) 2020-06-28 21:40:52 -04:00
Tim Sarbin 3f575cf1d8
Removed audio singleton (#482) 2020-06-28 19:31:10 -04:00
presiyan-ivanov c64e9be78b
Character stats (#458)
* Save/load hero stats and display them in stats panel.

* Load default hero state for characters created before saving stats was introduced

Co-authored-by: Presiyan Ivanov <presiyan-ivanov@users.noreply.github.com>
2020-06-25 14:56:49 -04:00
David Carrell bed386be87
default done loading after OnLoad finishes (#447) 2020-06-24 22:41:18 -04:00