package d2gamescreen import ( "fmt" "image" "log" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2inventory" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2tbl" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2util" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2gui" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2screen" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui" "github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client/d2clientconnectiontype" ) type heroRenderConfig struct { idleAnimationPath string idleSelectedAnimationPath string forwardWalkAnimationPath string forwardWalkOverlayAnimationPath string forwardWalkOverlayBlend bool selectedAnimationPath string selectedOverlayAnimationPath string backWalkAnimationPath string backWalkOverlayAnimationPath string selectionBounds image.Rectangle selectSfx string deselectSfx string position image.Point idlePlayLengthMs int forwardWalkPlayLengthMs int backWalkPlayLengthMs int } func point(x, y int) image.Point { return image.Point{X: x, Y: y} } func rect(x1, y1, x2, y2 int) image.Rectangle { return image.Rectangle{Min: point(x1, y1), Max: point(x2, y2)} } // animation position, selection box bound, animation play lengths in ms const ( barbPosX, barbPosY = 400, 330 barbRectMinX, barbRectMinY, barbRectMaxX, barbRectMaxY = 364, 201, 90, 170 barbIdleLength, barbForwardLength, barbBackLength = 0, 2500, 1000 sorcPosX, sorcPosY = 626, 352 sorcRectMinX, sorcRectMinY, sorcRectMaxX, sorcRectMaxY = 580, 240, 65, 160 sorcIdleLength, sorcForwardLength, sorcBackLength = 2500, 2300, 1200 necPosX, necPosY = 300, 335 necRectMinX, necRectMinY, necRectMaxX, necRectMaxY = 265, 220, 55, 175 necIdleLength, necForwardLength, necBackLength = 1200, 2000, 1500 palPosX, palPosY = 521, 338 palRectMinX, palRectMinY, palRectMaxX, palRectMaxY = 490, 210, 65, 180 palIdleLength, palForwardLength, palBackLength = 2500, 3400, 1300 amaPosX, amaPosY = 100, 339 amaRectMinX, amaRectMinY, amaRectMaxX, amaRectMaxY = 70, 220, 55, 200 amaIdleLength, amaForwardLength, amaBackLength = 2500, 2200, 1500 assPosX, assPosY = 231, 365 assRectMinX, assRectMinY, assRectMaxX, assRectMaxY = 175, 235, 50, 180 assIdleLength, assForwardLength, assBackLength = 2500, 3800, 1500 druPosX, druPosY = 720, 370 druRectMinX, druRectMinY, druRectMaxX, druRectMaxY = 680, 220, 70, 195 druIdleLength, druForwardLength, druBackLength = 1500, 4800, 1500 campfirePosX, campfirePosY = 380, 335 ) // label and button positions const ( headingX, headingY = 400, 17 heroClassLabelX, heroClassLabelY = 400, 65 heroDescLine1X, heroDescLine1Y = 400, 100 heroDescLine2X, heroDescLine2Y = 400, 115 heroDescLine3X, heroDescLine3Y = 400, 130 heroNameLabelX, heroNameLabelY = 321, 475 expansionLabelX, expansionLabelY = 339, 526 hardcoreLabelX, hardcoreLabelY = 339, 548 selHeroExitBtnX, selHeroExitBtnY = 33, 537 selHeroOkBtnX, selHeroOkBtnY = 630, 537 heroNameTextBoxX, heoNameTextBoxY = 318, 493 expandsionCheckboxX, expansionCheckboxY = 318, 526 hardcoreCheckoxX, hardcoreCheckboxY = 318, 548 ) const heroDescCharWidth = 37 //nolint:funlen // this func returns a map of structs and the structs are big, deal with it func getHeroRenderConfiguration() map[d2enum.Hero]*heroRenderConfig { configs := make(map[d2enum.Hero]*heroRenderConfig) configs[d2enum.HeroBarbarian] = &heroRenderConfig{ d2resource.CharacterSelectBarbarianUnselected, d2resource.CharacterSelectBarbarianUnselectedH, d2resource.CharacterSelectBarbarianForwardWalk, d2resource.CharacterSelectBarbarianForwardWalkOverlay, false, d2resource.CharacterSelectBarbarianSelected, "", d2resource.CharacterSelectBarbarianBackWalk, "", rect(barbRectMinX, barbRectMinY, barbRectMaxX, barbRectMaxY), d2resource.SFXBarbarianSelect, d2resource.SFXBarbarianDeselect, point(barbPosX, barbPosY), barbIdleLength, barbForwardLength, barbBackLength, } configs[d2enum.HeroSorceress] = &heroRenderConfig{ d2resource.CharacterSelectSorceressUnselected, d2resource.CharacterSelectSorceressUnselectedH, d2resource.CharacterSelectSorceressForwardWalk, d2resource.CharacterSelectSorceressForwardWalkOverlay, true, d2resource.CharacterSelectSorceressSelected, d2resource.CharacterSelectSorceressSelectedOverlay, d2resource.CharacterSelectSorceressBackWalk, d2resource.CharacterSelectSorceressBackWalkOverlay, rect(sorcRectMinX, sorcRectMinY, sorcRectMaxX, sorcRectMaxY), d2resource.SFXSorceressSelect, d2resource.SFXSorceressDeselect, point(sorcPosX, sorcPosY), sorcIdleLength, sorcForwardLength, sorcBackLength, } configs[d2enum.HeroNecromancer] = &heroRenderConfig{ d2resource.CharacterSelectNecromancerUnselected, d2resource.CharacterSelectNecromancerUnselectedH, d2resource.CharacterSelectNecromancerForwardWalk, d2resource.CharacterSelectNecromancerForwardWalkOverlay, true, d2resource.CharacterSelectNecromancerSelected, d2resource.CharacterSelectNecromancerSelectedOverlay, d2resource.CharacterSelectNecromancerBackWalk, d2resource.CharacterSelectNecromancerBackWalkOverlay, rect(necRectMinX, necRectMinY, necRectMaxX, necRectMaxY), d2resource.SFXNecromancerSelect, d2resource.SFXNecromancerDeselect, point(necPosX, necPosY), necIdleLength, necForwardLength, necBackLength, } configs[d2enum.HeroPaladin] = &heroRenderConfig{ d2resource.CharacterSelectPaladinUnselected, d2resource.CharacterSelectPaladinUnselectedH, d2resource.CharacterSelectPaladinForwardWalk, d2resource.CharacterSelectPaladinForwardWalkOverlay, false, d2resource.CharacterSelectPaladinSelected, "", d2resource.CharacterSelectPaladinBackWalk, "", rect(palRectMinX, palRectMinY, palRectMaxX, palRectMaxY), d2resource.SFXPaladinSelect, d2resource.SFXPaladinDeselect, point(palPosX, palPosY), palIdleLength, palForwardLength, palBackLength, } configs[d2enum.HeroAmazon] = &heroRenderConfig{ d2resource.CharacterSelectAmazonUnselected, d2resource.CharacterSelectAmazonUnselectedH, d2resource.CharacterSelectAmazonForwardWalk, "", false, d2resource.CharacterSelectAmazonSelected, "", d2resource.CharacterSelectAmazonBackWalk, "", rect(amaRectMinX, amaRectMinY, amaRectMaxX, amaRectMaxY), d2resource.SFXAmazonSelect, d2resource.SFXAmazonDeselect, point(amaPosX, amaPosY), amaIdleLength, amaForwardLength, amaBackLength, } configs[d2enum.HeroAssassin] = &heroRenderConfig{ d2resource.CharacterSelectAssassinUnselected, d2resource.CharacterSelectAssassinUnselectedH, d2resource.CharacterSelectAssassinForwardWalk, "", false, d2resource.CharacterSelectAssassinSelected, "", d2resource.CharacterSelectAssassinBackWalk, "", rect(assRectMinX, assRectMinY, assRectMaxX, assRectMaxY), d2resource.SFXAssassinSelect, d2resource.SFXAssassinDeselect, point(assPosX, assPosY), assIdleLength, assForwardLength, assBackLength, } configs[d2enum.HeroDruid] = &heroRenderConfig{ d2resource.CharacterSelectDruidUnselected, d2resource.CharacterSelectDruidUnselectedH, d2resource.CharacterSelectDruidForwardWalk, "", false, d2resource.CharacterSelectDruidSelected, "", d2resource.CharacterSelectDruidBackWalk, "", rect(druRectMinX, druRectMinY, druRectMaxX, druRectMaxY), d2resource.SFXDruidSelect, d2resource.SFXDruidDeselect, point(druPosX, druPosY), druIdleLength, druForwardLength, druBackLength, } return configs } // HeroRenderInfo stores the rendering information of a hero for the Select Hero Class screen type HeroRenderInfo struct { Stance d2enum.HeroStance IdleSprite *d2ui.Sprite IdleSelectedSprite *d2ui.Sprite ForwardWalkSprite *d2ui.Sprite ForwardWalkSpriteOverlay *d2ui.Sprite SelectedSprite *d2ui.Sprite SelectedSpriteOverlay *d2ui.Sprite BackWalkSprite *d2ui.Sprite BackWalkSpriteOverlay *d2ui.Sprite SelectionBounds image.Rectangle SelectSfx d2interface.SoundEffect DeselectSfx d2interface.SoundEffect } func (hri *HeroRenderInfo) advance(elapsed float64) { advanceSprite(hri.IdleSprite, elapsed) advanceSprite(hri.IdleSelectedSprite, elapsed) advanceSprite(hri.ForwardWalkSprite, elapsed) advanceSprite(hri.ForwardWalkSpriteOverlay, elapsed) advanceSprite(hri.SelectedSprite, elapsed) advanceSprite(hri.SelectedSpriteOverlay, elapsed) advanceSprite(hri.BackWalkSprite, elapsed) advanceSprite(hri.BackWalkSpriteOverlay, elapsed) } // SelectHeroClass represents the Select Hero Class screen type SelectHeroClass struct { asset *d2asset.AssetManager uiManager *d2ui.UIManager bgImage *d2ui.Sprite campfire *d2ui.Sprite headingLabel *d2ui.Label heroClassLabel *d2ui.Label heroDesc1Label *d2ui.Label heroDesc2Label *d2ui.Label heroDesc3Label *d2ui.Label heroNameTextbox *d2ui.TextBox heroNameLabel *d2ui.Label heroRenderInfo map[d2enum.Hero]*HeroRenderInfo *d2inventory.InventoryItemFactory *d2hero.HeroStateFactory selectedHero d2enum.Hero exitButton *d2ui.Button okButton *d2ui.Button expansionCheckbox *d2ui.Checkbox expansionCharLabel *d2ui.Label hardcoreCheckbox *d2ui.Checkbox hardcoreCharLabel *d2ui.Label connectionType d2clientconnectiontype.ClientConnectionType connectionHost string audioProvider d2interface.AudioProvider renderer d2interface.Renderer navigator Navigator } // CreateSelectHeroClass creates an instance of a SelectHeroClass func CreateSelectHeroClass( navigator Navigator, asset *d2asset.AssetManager, renderer d2interface.Renderer, audioProvider d2interface.AudioProvider, ui *d2ui.UIManager, connectionType d2clientconnectiontype.ClientConnectionType, connectionHost string, ) (*SelectHeroClass, error) { playerStateFactory, err := d2hero.NewHeroStateFactory(asset) if err != nil { return nil, err } inventoryItemFactory, err := d2inventory.NewInventoryItemFactory(asset) if err != nil { return nil, err } result := &SelectHeroClass{ asset: asset, heroRenderInfo: make(map[d2enum.Hero]*HeroRenderInfo), selectedHero: d2enum.HeroNone, connectionType: connectionType, connectionHost: connectionHost, audioProvider: audioProvider, renderer: renderer, navigator: navigator, uiManager: ui, HeroStateFactory: playerStateFactory, InventoryItemFactory: inventoryItemFactory, } return result, nil } // OnLoad loads the resources for the Select Hero Class screen func (v *SelectHeroClass) OnLoad(loading d2screen.LoadingState) { v.audioProvider.PlayBGM(d2resource.BGMTitle) loading.Progress(tenPercent) v.bgImage = v.loadSprite( d2resource.CharacterSelectBackground, point(0, 0), 0, true, false, ) loading.Progress(thirtyPercent) v.createLabels() loading.Progress(fourtyPercent) v.createButtons() v.campfire = v.loadSprite( d2resource.CharacterSelectCampfire, point(campfirePosX, campfirePosY), 0, true, true, ) v.createCheckboxes() loading.Progress(fiftyPercent) for hero, config := range getHeroRenderConfiguration() { position := config.position forwardWalkOverlaySprite := v.loadSprite( config.forwardWalkOverlayAnimationPath, position, config.forwardWalkPlayLengthMs, false, config.forwardWalkOverlayBlend, ) v.heroRenderInfo[hero] = &HeroRenderInfo{ Stance: d2enum.HeroStanceIdle, IdleSprite: v.loadSprite(config.idleAnimationPath, position, config.idlePlayLengthMs, true, false), IdleSelectedSprite: v.loadSprite(config.idleSelectedAnimationPath, position, config.idlePlayLengthMs, true, false), ForwardWalkSprite: v.loadSprite(config.forwardWalkAnimationPath, position, config.forwardWalkPlayLengthMs, false, false), ForwardWalkSpriteOverlay: forwardWalkOverlaySprite, SelectedSprite: v.loadSprite(config.selectedAnimationPath, position, config.idlePlayLengthMs, true, false), SelectedSpriteOverlay: v.loadSprite(config.selectedOverlayAnimationPath, position, config.idlePlayLengthMs, true, true), BackWalkSprite: v.loadSprite(config.backWalkAnimationPath, position, config.backWalkPlayLengthMs, false, false), BackWalkSpriteOverlay: v.loadSprite(config.backWalkOverlayAnimationPath, position, config.backWalkPlayLengthMs, false, true), SelectionBounds: config.selectionBounds, SelectSfx: v.loadSoundEffect(config.selectSfx), DeselectSfx: v.loadSoundEffect(config.deselectSfx), } } } func (v *SelectHeroClass) createLabels() { v.headingLabel = v.uiManager.NewLabel(d2resource.Font30, d2resource.PaletteUnits) fontWidth, _ := v.headingLabel.GetSize() half := 2 halfFontWidth := fontWidth / half v.headingLabel.SetPosition(headingX-halfFontWidth, headingY) v.headingLabel.SetText("Select Hero Class") v.headingLabel.Alignment = d2gui.HorizontalAlignCenter v.heroClassLabel = v.uiManager.NewLabel(d2resource.Font30, d2resource.PaletteUnits) v.heroClassLabel.Alignment = d2gui.HorizontalAlignCenter v.heroClassLabel.SetPosition(heroClassLabelX, heroClassLabelY) v.heroDesc1Label = v.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteUnits) v.heroDesc1Label.Alignment = d2gui.HorizontalAlignCenter v.heroDesc1Label.SetPosition(heroDescLine1X, heroDescLine1Y) v.heroDesc2Label = v.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteUnits) v.heroDesc2Label.Alignment = d2gui.HorizontalAlignCenter v.heroDesc2Label.SetPosition(heroDescLine2X, heroDescLine2Y) v.heroDesc3Label = v.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteUnits) v.heroDesc3Label.Alignment = d2gui.HorizontalAlignCenter v.heroDesc3Label.SetPosition(heroDescLine3X, heroDescLine3Y) v.heroNameLabel = v.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteUnits) v.heroNameLabel.Alignment = d2gui.HorizontalAlignLeft v.heroNameLabel.SetText(d2ui.ColorTokenize("Character Name", d2ui.ColorTokenGold)) v.heroNameLabel.SetPosition(heroNameLabelX, heroNameLabelY) v.expansionCharLabel = v.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteUnits) v.expansionCharLabel.Alignment = d2gui.HorizontalAlignLeft v.expansionCharLabel.SetText(d2ui.ColorTokenize("EXPANSION CHARACTER", d2ui.ColorTokenGold)) v.expansionCharLabel.SetPosition(expansionLabelX, expansionLabelY) v.hardcoreCharLabel = v.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteUnits) v.hardcoreCharLabel.Alignment = d2gui.HorizontalAlignLeft v.hardcoreCharLabel.SetText(d2ui.ColorTokenize("Hardcore", d2ui.ColorTokenGold)) v.hardcoreCharLabel.SetPosition(hardcoreLabelX, hardcoreLabelY) } func (v *SelectHeroClass) createButtons() { v.exitButton = v.uiManager.NewButton(d2ui.ButtonTypeMedium, "EXIT") v.exitButton.SetPosition(selHeroExitBtnX, selHeroExitBtnY) v.exitButton.OnActivated(func() { v.onExitButtonClicked() }) v.okButton = v.uiManager.NewButton(d2ui.ButtonTypeMedium, "OK") v.okButton.SetPosition(selHeroOkBtnX, selHeroOkBtnY) v.okButton.OnActivated(func() { v.onOkButtonClicked() }) v.okButton.SetVisible(false) v.okButton.SetEnabled(false) } func (v *SelectHeroClass) createCheckboxes() { v.heroNameTextbox = v.uiManager.NewTextbox() v.heroNameTextbox.SetPosition(heroNameTextBoxX, heoNameTextBoxY) v.heroNameTextbox.SetVisible(false) v.expansionCheckbox = v.uiManager.NewCheckbox(true) v.expansionCheckbox.SetPosition(expandsionCheckboxX, expansionCheckboxY) v.expansionCheckbox.SetVisible(false) v.hardcoreCheckbox = v.uiManager.NewCheckbox(false) v.hardcoreCheckbox.SetPosition(hardcoreCheckoxX, hardcoreCheckboxY) v.hardcoreCheckbox.SetVisible(false) } // OnUnload releases the resources of the Select Hero Class screen func (v *SelectHeroClass) OnUnload() error { for i := range v.heroRenderInfo { v.heroRenderInfo[i].SelectSfx.Stop() v.heroRenderInfo[i].DeselectSfx.Stop() } v.heroRenderInfo = nil return nil } func (v *SelectHeroClass) onExitButtonClicked() { v.navigator.ToCharacterSelect(v.connectionType, v.connectionHost) } func (v *SelectHeroClass) onOkButtonClicked() { heroName := v.heroNameTextbox.GetText() defaultStats := v.asset.Records.Character.Stats[v.selectedHero] statsState := v.CreateHeroStatsState(v.selectedHero, defaultStats) playerState, err := v.CreateHeroState(heroName, v.selectedHero, statsState) if err := v.Save(playerState); err != nil { fmt.Printf("failed to save game state!, err: %v\n", err) } if err != nil { return } playerState.Equipment = v.InventoryItemFactory.DefaultHeroItems[v.selectedHero] v.navigator.ToCreateGame(playerState.FilePath, d2clientconnectiontype.Local, v.connectionHost) } // Render renders the Select Hero Class screen func (v *SelectHeroClass) Render(screen d2interface.Surface) error { if err := v.bgImage.RenderSegmented(screen, 4, 3, 0); err != nil { return err } v.headingLabel.Render(screen) if v.selectedHero != d2enum.HeroNone { v.heroClassLabel.Render(screen) v.heroDesc1Label.Render(screen) v.heroDesc2Label.Render(screen) v.heroDesc3Label.Render(screen) } for heroClass, heroInfo := range v.heroRenderInfo { if heroInfo.Stance == d2enum.HeroStanceIdle || heroInfo.Stance == d2enum.HeroStanceIdleSelected { v.renderHero(screen, heroClass) } } for heroClass, heroInfo := range v.heroRenderInfo { if heroInfo.Stance != d2enum.HeroStanceIdle && heroInfo.Stance != d2enum.HeroStanceIdleSelected { v.renderHero(screen, heroClass) } } if err := v.campfire.Render(screen); err != nil { return err } if v.heroNameTextbox.GetVisible() { v.heroNameLabel.Render(screen) v.expansionCharLabel.Render(screen) v.hardcoreCharLabel.Render(screen) } return nil } // Advance runs the update logic on the Select Hero Class screen func (v *SelectHeroClass) Advance(tickTime float64) error { canSelect := true if err := v.campfire.Advance(tickTime); err != nil { return err } for infoIdx := range v.heroRenderInfo { v.heroRenderInfo[infoIdx].advance(tickTime) if v.heroRenderInfo[infoIdx].Stance != d2enum.HeroStanceIdle && v.heroRenderInfo[infoIdx].Stance != d2enum.HeroStanceIdleSelected && v.heroRenderInfo[infoIdx].Stance != d2enum.HeroStanceSelected { canSelect = false } } for heroType := range v.heroRenderInfo { v.updateHeroSelectionHover(heroType, canSelect) } v.okButton.SetEnabled(len(v.heroNameTextbox.GetText()) >= 2 && v.selectedHero != d2enum.HeroNone) return nil } func (v *SelectHeroClass) updateHeroSelectionHover(hero d2enum.Hero, canSelect bool) { renderInfo := v.heroRenderInfo[hero] switch renderInfo.Stance { case d2enum.HeroStanceApproaching: if renderInfo.ForwardWalkSprite.IsOnLastFrame() { renderInfo.Stance = d2enum.HeroStanceSelected setSpriteToFirstFrame(renderInfo.SelectedSprite) setSpriteToFirstFrame(renderInfo.SelectedSpriteOverlay) } return case d2enum.HeroStanceRetreating: if renderInfo.BackWalkSprite.IsOnLastFrame() { renderInfo.Stance = d2enum.HeroStanceIdle setSpriteToFirstFrame(renderInfo.IdleSprite) } return } if !canSelect || renderInfo.Stance == d2enum.HeroStanceSelected { return } mouseX, mouseY := v.uiManager.CursorPosition() b := renderInfo.SelectionBounds mouseHover := (mouseX >= b.Min.X) && (mouseX <= b.Min.X+b.Max.X) && (mouseY >= b.Min.Y) && (mouseY <= b.Min.Y+b.Max.Y) if mouseHover && v.uiManager.CursorButtonPressed(d2ui.CursorButtonLeft) { v.handleCursorButtonPress(hero, renderInfo) return } v.setCurrentFrame(mouseHover, renderInfo) if v.selectedHero == d2enum.HeroNone && mouseHover { v.selectedHero = hero v.updateHeroText() } } func (v *SelectHeroClass) handleCursorButtonPress(hero d2enum.Hero, renderInfo *HeroRenderInfo) { v.heroNameTextbox.SetVisible(true) v.heroNameTextbox.Activate() v.okButton.SetVisible(true) v.expansionCheckbox.SetVisible(true) v.hardcoreCheckbox.SetVisible(true) renderInfo.Stance = d2enum.HeroStanceApproaching setSpriteToFirstFrame(renderInfo.ForwardWalkSprite) setSpriteToFirstFrame(renderInfo.ForwardWalkSpriteOverlay) for _, heroInfo := range v.heroRenderInfo { if heroInfo.Stance != d2enum.HeroStanceSelected { continue } heroInfo.SelectSfx.Stop() heroInfo.DeselectSfx.Play() heroInfo.Stance = d2enum.HeroStanceRetreating setSpriteToFirstFrame(heroInfo.BackWalkSprite) setSpriteToFirstFrame(heroInfo.BackWalkSpriteOverlay) } v.selectedHero = hero v.updateHeroText() renderInfo.SelectSfx.Play() } func (v *SelectHeroClass) setCurrentFrame(mouseHover bool, renderInfo *HeroRenderInfo) { if mouseHover && renderInfo.Stance != d2enum.HeroStanceIdleSelected { if err := renderInfo.IdleSelectedSprite.SetCurrentFrame(renderInfo.IdleSprite.GetCurrentFrame()); err != nil { fmt.Printf("could not set current frame to: %d\n", renderInfo.IdleSprite.GetCurrentFrame()) } renderInfo.Stance = d2enum.HeroStanceIdleSelected } else if !mouseHover && renderInfo.Stance != d2enum.HeroStanceIdle { if err := renderInfo.IdleSprite.SetCurrentFrame(renderInfo.IdleSelectedSprite.GetCurrentFrame()); err != nil { fmt.Printf("could not set current frame to: %d\n", renderInfo.IdleSelectedSprite.GetCurrentFrame()) } renderInfo.Stance = d2enum.HeroStanceIdle } } func (v *SelectHeroClass) renderHero(screen d2interface.Surface, hero d2enum.Hero) { renderInfo := v.heroRenderInfo[hero] switch renderInfo.Stance { case d2enum.HeroStanceIdle: drawSprite(renderInfo.IdleSprite, screen) case d2enum.HeroStanceIdleSelected: drawSprite(renderInfo.IdleSelectedSprite, screen) case d2enum.HeroStanceApproaching: drawSprite(renderInfo.ForwardWalkSprite, screen) drawSprite(renderInfo.ForwardWalkSpriteOverlay, screen) case d2enum.HeroStanceSelected: drawSprite(renderInfo.SelectedSprite, screen) drawSprite(renderInfo.SelectedSpriteOverlay, screen) case d2enum.HeroStanceRetreating: drawSprite(renderInfo.BackWalkSprite, screen) drawSprite(renderInfo.BackWalkSpriteOverlay, screen) } } func (v *SelectHeroClass) updateHeroText() { // v.setDescLabels("") really takes a string translation key, but temporarily disabled. switch v.selectedHero { case d2enum.HeroNone: return case d2enum.HeroBarbarian: v.heroClassLabel.SetText(d2tbl.TranslateString("partycharbar")) v.setDescLabels("He is unequaled in close-quarters combat and mastery of weapons.") case d2enum.HeroNecromancer: v.heroClassLabel.SetText(d2tbl.TranslateString("partycharnec")) v.setDescLabels("Summoning undead minions and cursing his enemies are his specialties.") case d2enum.HeroPaladin: v.heroClassLabel.SetText(d2tbl.TranslateString("partycharpal")) v.setDescLabels("He is a natural party leader, holy man, and blessed warrior.") case d2enum.HeroAssassin: v.heroClassLabel.SetText(d2tbl.TranslateString("partycharass")) v.setDescLabels("Schooled in the Martial Arts, her mind and body are deadly weapons.") case d2enum.HeroSorceress: v.heroClassLabel.SetText(d2tbl.TranslateString("partycharsor")) v.setDescLabels("She has mastered the elemental magicks -- fire, lightning, and ice.") case d2enum.HeroAmazon: v.heroClassLabel.SetText(d2tbl.TranslateString("partycharama")) v.setDescLabels("Skilled with the spear and the bow, she is a very versatile fighter.") case d2enum.HeroDruid: v.heroClassLabel.SetText(d2tbl.TranslateString("partychardru")) v.setDescLabels("Commanding the forces of nature, he summons wild beasts and raging storms to his side.") } } const ( oneLine = 1 twoLine = 2 ) func (v *SelectHeroClass) setDescLabels(descKey string) { heroDesc := d2tbl.TranslateString(descKey) parts := d2util.SplitIntoLinesWithMaxWidth(heroDesc, heroDescCharWidth) numLines := len(parts) if numLines > oneLine { v.heroDesc1Label.SetText(parts[0]) v.heroDesc2Label.SetText(parts[1]) } else { v.heroDesc1Label.SetText("") v.heroDesc2Label.SetText("") } if numLines > twoLine { v.heroDesc3Label.SetText(parts[2]) } else { v.heroDesc3Label.SetText("") } } func setSpriteToFirstFrame(sprite *d2ui.Sprite) { if sprite != nil { sprite.Rewind() } } func drawSprite(sprite *d2ui.Sprite, target d2interface.Surface) { if sprite != nil { if err := sprite.Render(target); err != nil { x, y := sprite.GetPosition() fmt.Printf("could not render the sprite to the position(x: %d, y: %d)\n", x, y) } } } func advanceSprite(sprite *d2ui.Sprite, elapsed float64) { if sprite != nil { if err := sprite.Advance(elapsed); err != nil { fmt.Printf("could not advance the sprite\n") } } } func (v *SelectHeroClass) loadSprite(animationPath string, position image.Point, playLength int, playLoop, blend bool) *d2ui.Sprite { if animationPath == "" { return nil } sprite, err := v.uiManager.NewSprite(animationPath, d2resource.PaletteFechar) if err != nil { fmt.Printf("could not load sprite for the animation: %s\n", animationPath) return nil } sprite.PlayForward() sprite.SetPlayLoop(playLoop) if blend { sprite.SetEffect(d2enum.DrawEffectModulate) } if playLength != 0 { sprite.SetPlayLengthMs(playLength) } sprite.SetPosition(position.X, position.Y) return sprite } func (v *SelectHeroClass) loadSoundEffect(sfx string) d2interface.SoundEffect { result, err := v.audioProvider.LoadSound(sfx, false, false) if err != nil { log.Print(err) return nil } return result }