package d2gamescreen import ( "fmt" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2gui" "image" "image/color" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface" "github.com/OpenDiablo2/OpenDiablo2/d2game/d2player" "github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client" "github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client/d2clientconnectiontype" "github.com/OpenDiablo2/OpenDiablo2/d2common" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2screen" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui" ) 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 getHeroRenderConfiguration() map[d2enum.Hero]*heroRenderConfig { return map[d2enum.Hero]*heroRenderConfig{ d2enum.HeroBarbarian: createHeroRenderConfig( d2resource.CharacterSelectBarbarianUnselected, d2resource.CharacterSelectBarbarianUnselectedH, d2resource.CharacterSelectBarbarianForwardWalk, d2resource.CharacterSelectBarbarianForwardWalkOverlay, false, d2resource.CharacterSelectBarbarianSelected, "", d2resource.CharacterSelectBarbarianBackWalk, "", image.Rectangle{Min: image.Point{X: 364, Y: 201}, Max: image.Point{X: 90, Y: 170}}, d2resource.SFXBarbarianSelect, d2resource.SFXBarbarianDeselect, image.Point{X: 400, Y: 330}, 0, 2500, 1000, ), d2enum.HeroSorceress: createHeroRenderConfig( d2resource.CharacterSelectSorceressUnselected, d2resource.CharacterSelectSorceressUnselectedH, d2resource.CharacterSelectSorceressForwardWalk, d2resource.CharacterSelectSorceressForwardWalkOverlay, true, d2resource.CharacterSelectSorceressSelected, d2resource.CharacterSelectSorceressSelectedOverlay, d2resource.CharacterSelectSorceressBackWalk, d2resource.CharacterSelectSorceressBackWalkOverlay, image.Rectangle{Min: image.Point{X: 580, Y: 240}, Max: image.Point{X: 65, Y: 160}}, d2resource.SFXSorceressSelect, d2resource.SFXSorceressDeselect, image.Point{X: 626, Y: 352}, 2500, 2300, 1200, ), d2enum.HeroNecromancer: createHeroRenderConfig( d2resource.CharacterSelectNecromancerUnselected, d2resource.CharacterSelectNecromancerUnselectedH, d2resource.CharacterSelectNecromancerForwardWalk, d2resource.CharacterSelectNecromancerForwardWalkOverlay, true, d2resource.CharacterSelectNecromancerSelected, d2resource.CharacterSelectNecromancerSelectedOverlay, d2resource.CharacterSelectNecromancerBackWalk, d2resource.CharacterSelectNecromancerBackWalkOverlay, image.Rectangle{Min: image.Point{X: 265, Y: 220}, Max: image.Point{X: 55, Y: 175}}, d2resource.SFXNecromancerSelect, d2resource.SFXNecromancerDeselect, image.Point{X: 300, Y: 335}, 1200, 2000, 1500, ), d2enum.HeroPaladin: createHeroRenderConfig( d2resource.CharacterSelectPaladinUnselected, d2resource.CharacterSelectPaladinUnselectedH, d2resource.CharacterSelectPaladinForwardWalk, d2resource.CharacterSelectPaladinForwardWalkOverlay, false, d2resource.CharacterSelectPaladinSelected, "", d2resource.CharacterSelectPaladinBackWalk, "", image.Rectangle{Min: image.Point{X: 490, Y: 210}, Max: image.Point{X: 65, Y: 180}}, d2resource.SFXPaladinSelect, d2resource.SFXPaladinDeselect, image.Point{X: 521, Y: 338}, 2500, 3400, 1300, ), d2enum.HeroAmazon: createHeroRenderConfig( d2resource.CharacterSelectAmazonUnselected, d2resource.CharacterSelectAmazonUnselectedH, d2resource.CharacterSelectAmazonForwardWalk, "", false, d2resource.CharacterSelectAmazonSelected, "", d2resource.CharacterSelectAmazonBackWalk, "", image.Rectangle{Min: image.Point{X: 70, Y: 220}, Max: image.Point{X: 55, Y: 200}}, d2resource.SFXAmazonSelect, d2resource.SFXAmazonDeselect, image.Point{X: 100, Y: 339}, 2500, 2200, 1500, ), d2enum.HeroAssassin: createHeroRenderConfig( d2resource.CharacterSelectAssassinUnselected, d2resource.CharacterSelectAssassinUnselectedH, d2resource.CharacterSelectAssassinForwardWalk, "", false, d2resource.CharacterSelectAssassinSelected, "", d2resource.CharacterSelectAssassinBackWalk, "", image.Rectangle{Min: image.Point{X: 175, Y: 235}, Max: image.Point{X: 50, Y: 180}}, d2resource.SFXAssassinSelect, d2resource.SFXAssassinDeselect, image.Point{X: 231, Y: 365}, 2500, 3800, 1500, ), d2enum.HeroDruid: createHeroRenderConfig( d2resource.CharacterSelectDruidUnselected, d2resource.CharacterSelectDruidUnselectedH, d2resource.CharacterSelectDruidForwardWalk, "", false, d2resource.CharacterSelectDruidSelected, "", d2resource.CharacterSelectDruidBackWalk, "", image.Rectangle{Min: image.Point{X: 680, Y: 220}, Max: image.Point{X: 70, Y: 195}}, d2resource.SFXDruidSelect, d2resource.SFXDruidDeselect, image.Point{X: 720, Y: 370}, 1500, 4800, 1500, ), } } func createHeroRenderConfig(idleAnimationPath, idleSelectedAnimationPath, forwardWalkAnimationPath, forwardWalkOverlayAnimationPath string, forwardWalkOverlayBlend bool, selectedAnimationPath, selectedOverlayAnimationPath, backWalkAnimationPath, backWalkOverlayAnimationPath string, selectionBounds image.Rectangle, selectSfx, deselectSfx string, position image.Point, idlePlayLengthMs, forwardWalkPlayLengthMs, backWalkPlayLengthMs int, ) *heroRenderConfig { return &heroRenderConfig{ idleAnimationPath: idleAnimationPath, idleSelectedAnimationPath: idleSelectedAnimationPath, forwardWalkAnimationPath: forwardWalkAnimationPath, forwardWalkOverlayAnimationPath: forwardWalkOverlayAnimationPath, forwardWalkOverlayBlend: forwardWalkOverlayBlend, selectedAnimationPath: selectedAnimationPath, selectedOverlayAnimationPath: selectedOverlayAnimationPath, backWalkAnimationPath: backWalkAnimationPath, backWalkOverlayAnimationPath: backWalkOverlayAnimationPath, selectionBounds: selectionBounds, selectSfx: selectSfx, deselectSfx: deselectSfx, position: position, idlePlayLengthMs: idlePlayLengthMs, forwardWalkPlayLengthMs: forwardWalkPlayLengthMs, backWalkPlayLengthMs: backWalkPlayLengthMs, } } // 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 { 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 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 terminal d2interface.Terminal renderer d2interface.Renderer } // CreateSelectHeroClass creates an instance of a SelectHeroClass func CreateSelectHeroClass( renderer d2interface.Renderer, audioProvider d2interface.AudioProvider, connectionType d2clientconnectiontype.ClientConnectionType, connectionHost string, terminal d2interface.Terminal, ) *SelectHeroClass { result := &SelectHeroClass{ heroRenderInfo: make(map[d2enum.Hero]*HeroRenderInfo), selectedHero: d2enum.HeroNone, connectionType: connectionType, connectionHost: connectionHost, audioProvider: audioProvider, terminal: terminal, renderer: renderer, } return result } // OnLoad loads the resources for the Select Hero Class screen func (v *SelectHeroClass) OnLoad(loading d2screen.LoadingState) { v.audioProvider.PlayBGM(d2resource.BGMTitle) loading.Progress(0.1) v.bgImage = loadSprite(d2resource.CharacterSelectBackground, image.Point{X: 0, Y: 0}, 0, true, false) loading.Progress(0.3) v.createLabels() loading.Progress(0.4) v.createButtons() v.campfire = loadSprite(d2resource.CharacterSelectCampfire, image.Point{X: 380, Y: 335}, 0, true, true) v.createCheckboxes(v.renderer) loading.Progress(0.5) for hero, config := range getHeroRenderConfiguration() { position := config.position forwardWalkOverlaySprite := loadSprite( config.forwardWalkOverlayAnimationPath, position, config.forwardWalkPlayLengthMs, false, config.forwardWalkOverlayBlend, ) v.heroRenderInfo[hero] = &HeroRenderInfo{ Stance: d2enum.HeroStanceIdle, IdleSprite: loadSprite(config.idleAnimationPath, position, config.idlePlayLengthMs, true, false), IdleSelectedSprite: loadSprite(config.idleSelectedAnimationPath, position, config.idlePlayLengthMs, true, false), ForwardWalkSprite: loadSprite(config.forwardWalkAnimationPath, position, config.forwardWalkPlayLengthMs, false, false), ForwardWalkSpriteOverlay: forwardWalkOverlaySprite, SelectedSprite: loadSprite(config.selectedAnimationPath, position, config.idlePlayLengthMs, true, false), SelectedSpriteOverlay: loadSprite(config.selectedOverlayAnimationPath, position, config.idlePlayLengthMs, true, true), BackWalkSprite: loadSprite(config.backWalkAnimationPath, position, config.backWalkPlayLengthMs, false, false), BackWalkSpriteOverlay: 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 = d2ui.CreateLabel(d2resource.Font30, d2resource.PaletteUnits) fontWidth, _ := v.headingLabel.GetSize() v.headingLabel.SetPosition(400-fontWidth/2, 17) v.headingLabel.SetText("Select Hero Class") v.headingLabel.Alignment = d2gui.HorizontalAlignCenter v.heroClassLabel = d2ui.CreateLabel(d2resource.Font30, d2resource.PaletteUnits) v.heroClassLabel.Alignment = d2gui.HorizontalAlignCenter v.heroClassLabel.SetPosition(400, 65) v.heroDesc1Label = d2ui.CreateLabel(d2resource.Font16, d2resource.PaletteUnits) v.heroDesc1Label.Alignment = d2gui.HorizontalAlignCenter v.heroDesc1Label.SetPosition(400, 100) v.heroDesc2Label = d2ui.CreateLabel(d2resource.Font16, d2resource.PaletteUnits) v.heroDesc2Label.Alignment = d2gui.HorizontalAlignCenter v.heroDesc2Label.SetPosition(400, 115) v.heroDesc3Label = d2ui.CreateLabel(d2resource.Font16, d2resource.PaletteUnits) v.heroDesc3Label.Alignment = d2gui.HorizontalAlignCenter v.heroDesc3Label.SetPosition(400, 130) v.heroNameLabel = d2ui.CreateLabel(d2resource.Font16, d2resource.PaletteUnits) v.heroNameLabel.Alignment = d2gui.HorizontalAlignLeft v.heroNameLabel.Color = color.RGBA{R: 216, G: 196, B: 128, A: 255} v.heroNameLabel.SetText("Character Name") v.heroNameLabel.SetPosition(321, 475) v.expansionCharLabel = d2ui.CreateLabel(d2resource.Font16, d2resource.PaletteUnits) v.expansionCharLabel.Alignment = d2gui.HorizontalAlignLeft v.expansionCharLabel.Color = color.RGBA{R: 216, G: 196, B: 128, A: 255} v.expansionCharLabel.SetText("EXPANSION CHARACTER") v.expansionCharLabel.SetPosition(339, 526) v.hardcoreCharLabel = d2ui.CreateLabel(d2resource.Font16, d2resource.PaletteUnits) v.hardcoreCharLabel.Alignment = d2gui.HorizontalAlignLeft v.hardcoreCharLabel.Color = color.RGBA{R: 216, G: 196, B: 128, A: 255} v.hardcoreCharLabel.SetText("Hardcore") v.hardcoreCharLabel.SetPosition(339, 548) } func (v *SelectHeroClass) createButtons() { v.exitButton = d2ui.CreateButton(v.renderer, d2ui.ButtonTypeMedium, "EXIT") v.exitButton.SetPosition(33, 537) v.exitButton.OnActivated(func() { v.onExitButtonClicked() }) d2ui.AddWidget(&v.exitButton) v.okButton = d2ui.CreateButton(v.renderer, d2ui.ButtonTypeMedium, "OK") v.okButton.SetPosition(630, 537) v.okButton.OnActivated(func() { v.onOkButtonClicked() }) v.okButton.SetVisible(false) v.okButton.SetEnabled(false) d2ui.AddWidget(&v.okButton) } func (v *SelectHeroClass) createCheckboxes(renderer d2interface.Renderer) { v.heroNameTextbox = d2ui.CreateTextbox(renderer) v.heroNameTextbox.SetPosition(318, 493) v.heroNameTextbox.SetVisible(false) d2ui.AddWidget(&v.heroNameTextbox) v.expansionCheckbox = d2ui.CreateCheckbox(v.renderer, true) v.expansionCheckbox.SetPosition(318, 526) v.expansionCheckbox.SetVisible(false) d2ui.AddWidget(&v.expansionCheckbox) v.hardcoreCheckbox = d2ui.CreateCheckbox(renderer, false) v.hardcoreCheckbox.SetPosition(318, 548) v.hardcoreCheckbox.SetVisible(false) d2ui.AddWidget(&v.hardcoreCheckbox) } // 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() { d2screen.SetNextScreen(CreateCharacterSelect(v.renderer, v.audioProvider, v.connectionType, v.connectionHost, v.terminal)) } func (v *SelectHeroClass) onOkButtonClicked() { gameState := d2player.CreatePlayerState( v.heroNameTextbox.GetText(), v.selectedHero, d2datadict.CharStats[v.selectedHero], v.hardcoreCheckbox.GetCheckState(), ) gameClient, _ := d2client.Create(d2clientconnectiontype.Local) if err := gameClient.Open(v.connectionHost, gameState.FilePath); err != nil { fmt.Printf("can not connect to the host: %s\n", v.connectionHost) } d2screen.SetNextScreen(CreateGame(v.renderer, v.audioProvider, gameClient, v.terminal)) } // 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 := d2ui.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 && d2ui.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(d2common.TranslateString("partycharbar")) v.setDescLabels("He is unequaled in close-quarters combat and mastery of weapons.") case d2enum.HeroNecromancer: v.heroClassLabel.SetText(d2common.TranslateString("partycharnec")) v.setDescLabels("Summoning undead minions and cursing his enemies are his specialties.") case d2enum.HeroPaladin: v.heroClassLabel.SetText(d2common.TranslateString("partycharpal")) v.setDescLabels("He is a natural party leader, holy man, and blessed warrior.") case d2enum.HeroAssassin: v.heroClassLabel.SetText(d2common.TranslateString("partycharass")) v.setDescLabels("Schooled in the Martial Arts, her mind and body are deadly weapons.") case d2enum.HeroSorceress: v.heroClassLabel.SetText(d2common.TranslateString("partycharsor")) v.setDescLabels("She has mastered the elemental magicks -- fire, lightning, and ice.") case d2enum.HeroAmazon: v.heroClassLabel.SetText(d2common.TranslateString("partycharama")) v.setDescLabels("Skilled with the spear and the bow, she is a very versatile fighter.") case d2enum.HeroDruid: v.heroClassLabel.SetText(d2common.TranslateString("partychardru")) v.setDescLabels("Commanding the forces of nature, he summons wild beasts and raging storms to his side.") } } func (v *SelectHeroClass) setDescLabels(descKey string) { heroDesc := d2common.TranslateString(descKey) parts := d2common.SplitIntoLinesWithMaxWidth(heroDesc, 37) if len(parts) > 1 { v.heroDesc1Label.SetText(parts[0]) v.heroDesc2Label.SetText(parts[1]) } else { v.heroDesc1Label.SetText("") v.heroDesc2Label.SetText("") } if len(parts) > 2 { 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 loadSprite(animationPath string, position image.Point, playLength int, playLoop, blend bool) *d2ui.Sprite { if animationPath == "" { return nil } animation, err := d2asset.LoadAnimation(animationPath, d2resource.PaletteFechar) if err != nil { fmt.Printf("could not load animation: %s\n", animationPath) return nil } animation.PlayForward() animation.SetPlayLoop(playLoop) if blend { animation.SetEffect(d2enum.DrawEffectModulate) } if playLength != 0 { animation.SetPlayLengthMs(playLength) } sprite, err := d2ui.LoadSprite(animation) if err != nil { fmt.Printf("could not load sprite for the animation: %s\n", animationPath) return nil } sprite.SetPosition(position.X, position.Y) return sprite } func (v *SelectHeroClass) loadSoundEffect(sfx string) d2interface.SoundEffect { result, _ := v.audioProvider.LoadSoundEffect(sfx) return result }