package d2gamescreen import ( "image/color" "github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket" "github.com/OpenDiablo2/OpenDiablo2/d2game/d2player" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2map" "github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2input" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2render" ) type Game struct { //pentSpinLeft *d2ui.Sprite //pentSpinRight *d2ui.Sprite //testLabel d2ui.Label gameClient *d2client.GameClient mapRenderer *d2map.MapRenderer gameControls *d2player.GameControls // TODO: Hack localPlayer *d2map.Player } func CreateGame(gameClient *d2client.GameClient) *Game { return &Game{ gameClient: gameClient, gameControls: nil, localPlayer: nil, mapRenderer: d2map.CreateMapRenderer(gameClient.MapEngine), } } func (v *Game) OnLoad() error { return nil } func (v *Game) OnUnload() error { d2input.UnbindHandler(v.gameControls) // TODO: hack return nil } func (v *Game) Render(screen d2render.Surface) error { screen.Clear(color.Black) v.mapRenderer.Render(screen) if v.gameControls != nil { v.gameControls.Render(screen) } return nil } func (v *Game) Advance(tickTime float64) error { v.gameClient.MapEngine.Advance(tickTime) // TODO: Hack // Bind the game controls to the player once it exists if v.gameControls == nil { for _, player := range v.gameClient.Players { if player.Id != v.gameClient.PlayerId { continue } v.localPlayer = player v.gameControls = d2player.NewGameControls(player, v.gameClient.MapEngine, v.mapRenderer, v) v.gameControls.Load() d2input.BindHandler(v.gameControls) break } } // Update the camera to focus on the player if v.localPlayer != nil { rx, ry := v.mapRenderer.WorldToOrtho(v.localPlayer.AnimatedComposite.LocationX/5, v.localPlayer.AnimatedComposite.LocationY/5) v.mapRenderer.MoveCameraTo(rx, ry) } return nil } func (v *Game) OnPlayerMove(x, y float64) { heroPosX := v.localPlayer.AnimatedComposite.LocationX / 5.0 heroPosY := v.localPlayer.AnimatedComposite.LocationY / 5.0 v.gameClient.SendPacketToServer(d2netpacket.CreateMovePlayerPacket(v.gameClient.PlayerId, heroPosX, heroPosY, x, y)) }