package d2scene import ( "image/color" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource" "github.com/OpenDiablo2/OpenDiablo2/d2audio" "github.com/OpenDiablo2/OpenDiablo2/d2core" "github.com/OpenDiablo2/OpenDiablo2/d2corecommon/d2coreinterface" "github.com/OpenDiablo2/OpenDiablo2/d2input" "github.com/OpenDiablo2/OpenDiablo2/d2player" "github.com/OpenDiablo2/OpenDiablo2/d2render" "github.com/OpenDiablo2/OpenDiablo2/d2render/d2mapengine" "github.com/OpenDiablo2/OpenDiablo2/d2render/d2surface" "github.com/OpenDiablo2/OpenDiablo2/d2render/d2ui" ) type Game struct { gameState *d2core.GameState uiManager *d2ui.Manager soundManager *d2audio.Manager sceneProvider d2coreinterface.SceneProvider pentSpinLeft *d2render.Sprite pentSpinRight *d2render.Sprite testLabel d2ui.Label mapEngine *d2mapengine.MapEngine hero *d2core.Hero gameControls *d2player.GameControls } func CreateGame( sceneProvider d2coreinterface.SceneProvider, uiManager *d2ui.Manager, soundManager *d2audio.Manager, gameState *d2core.GameState, ) *Game { result := &Game{ gameState: gameState, uiManager: uiManager, soundManager: soundManager, sceneProvider: sceneProvider, } return result } func (v *Game) Load() []func() { return []func(){ func() { v.pentSpinLeft, _ = d2render.LoadSprite(d2resource.PentSpin, d2resource.PaletteSky) v.pentSpinLeft.PlayBackward() v.pentSpinLeft.SetPlayLengthMs(475) v.pentSpinLeft.SetPosition(100, 300) }, func() { v.pentSpinRight, _ = d2render.LoadSprite(d2resource.PentSpin, d2resource.PaletteSky) v.pentSpinRight.PlayForward() v.pentSpinRight.SetPlayLengthMs(475) v.pentSpinRight.SetPosition(650, 300) }, func() { v.testLabel = d2ui.CreateLabel(d2resource.Font42, d2resource.PaletteUnits) v.testLabel.Alignment = d2ui.LabelAlignCenter v.testLabel.SetText("Soon :tm:") v.testLabel.SetPosition(400, 250) }, func() { v.mapEngine = d2mapengine.CreateMapEngine(v.gameState, v.soundManager) v.mapEngine.GenerateMap(d2enum.RegionAct1Town, 1, 0) startX, startY := v.mapEngine.GetStartPosition() v.hero = d2core.CreateHero( int32(startX*5)+3, int32(startY*5)+3, 0, v.gameState.HeroType, v.gameState.Equipment, ) v.mapEngine.AddEntity(v.hero) }, func() { v.gameControls = d2player.NewGameControls(v.hero, v.mapEngine) v.gameControls.Load() d2input.BindHandler(v.gameControls) }, } } func (v *Game) Unload() { d2input.UnbindHandler(v.gameControls) } func (v Game) Render(screen *d2surface.Surface) { screen.Clear(color.Black) v.mapEngine.Render(screen) v.gameControls.Render(screen) } func (v *Game) Advance(tickTime float64) { v.mapEngine.Advance(tickTime) rx, ry := v.mapEngine.WorldToOrtho(v.hero.AnimatedEntity.LocationX/5, v.hero.AnimatedEntity.LocationY/5) v.mapEngine.MoveCameraTo(rx, ry) }