package d2player import ( "github.com/OpenDiablo2/OpenDiablo2/d2common" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2input" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapengine" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2maprenderer" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2render" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2term" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui" ) type Panel interface { IsOpen() bool Toggle() Open() Close() } // ID of missile to create when user right clicks. var missileID = 59 type GameControls struct { hero *d2mapentity.Player mapEngine *d2mapengine.MapEngine mapRenderer *d2maprenderer.MapRenderer inventory *Inventory heroStats *HeroStats escapeMenu *EscapeMenu inputListener InputCallbackListener // UI globeSprite *d2ui.Sprite mainPanel *d2ui.Sprite menuButton *d2ui.Sprite skillIcon *d2ui.Sprite } func NewGameControls(hero *d2mapentity.Player, mapEngine *d2mapengine.MapEngine, mapRenderer *d2maprenderer.MapRenderer, inputListener InputCallbackListener) *GameControls { d2term.BindAction("setmissile", "set missile id to summon on right click", func(id int) { missileID = id }) return &GameControls{ hero: hero, mapEngine: mapEngine, inputListener: inputListener, mapRenderer: mapRenderer, inventory: NewInventory(), heroStats: NewHeroStats(), escapeMenu: NewEscapeMenu(), } } func (g *GameControls) OnKeyDown(event d2input.KeyEvent) bool { if event.Key == d2input.KeyEscape { g.escapeMenu.Toggle() return true } if event.Key == d2input.KeyI { g.inventory.Toggle() return true } if event.Key == d2input.KeyC { g.heroStats.Toggle() return true } return false } func (g *GameControls) OnMouseMove(event d2input.MouseMoveEvent) bool { g.escapeMenu.OnMouseMove(event) return false } func (g *GameControls) OnMouseButtonDown(event d2input.MouseEvent) bool { if g.escapeMenu.IsOpen() { return g.escapeMenu.OnMouseButtonDown(event) } px, py := g.mapRenderer.ScreenToWorld(event.X, event.Y) px = float64(int(px*10)) / 10.0 py = float64(int(py*10)) / 10.0 if event.Button == d2input.MouseButtonLeft { g.inputListener.OnPlayerMove(px, py) return true } if event.Button == d2input.MouseButtonRight { missile, err := d2mapentity.CreateMissile( int(g.hero.AnimatedComposite.LocationX), int(g.hero.AnimatedComposite.LocationY), d2datadict.Missiles[missileID], ) if err != nil { return false } rads := d2common.GetRadiansBetween( g.hero.AnimatedComposite.LocationX, g.hero.AnimatedComposite.LocationY, px*5, py*5, ) missile.SetRadians(rads, func() { g.mapEngine.RemoveEntity(missile) }) g.mapEngine.AddEntity(missile) return true } return false } func (g *GameControls) Load() { animation, _ := d2asset.LoadAnimation(d2resource.GameGlobeOverlap, d2resource.PaletteSky) g.globeSprite, _ = d2ui.LoadSprite(animation) animation, _ = d2asset.LoadAnimation(d2resource.GamePanels, d2resource.PaletteSky) g.mainPanel, _ = d2ui.LoadSprite(animation) animation, _ = d2asset.LoadAnimation(d2resource.MenuButton, d2resource.PaletteSky) g.menuButton, _ = d2ui.LoadSprite(animation) animation, _ = d2asset.LoadAnimation(d2resource.GenericSkills, d2resource.PaletteSky) g.skillIcon, _ = d2ui.LoadSprite(animation) g.inventory.Load() g.heroStats.Load() g.escapeMenu.OnLoad() } // ScreenAdvanceHandler func (g *GameControls) Advance(elapsed float64) error { g.escapeMenu.Advance(elapsed) return nil } // TODO: consider caching the panels to single image that is reused. func (g *GameControls) Render(target d2render.Surface) { g.inventory.Render(target) g.heroStats.Render(target) g.escapeMenu.Render(target) width, height := target.GetSize() offset := 0 // Left globe holder g.mainPanel.SetCurrentFrame(0) w, _ := g.mainPanel.GetCurrentFrameSize() g.mainPanel.SetPosition(offset, height) g.mainPanel.Render(target) // Left globe g.globeSprite.SetCurrentFrame(0) g.globeSprite.SetPosition(offset+28, height-5) g.globeSprite.Render(target) offset += w // Left skill g.skillIcon.SetCurrentFrame(2) w, _ = g.skillIcon.GetCurrentFrameSize() g.skillIcon.SetPosition(offset, height) g.skillIcon.Render(target) offset += w // Left skill selector g.mainPanel.SetCurrentFrame(1) w, _ = g.mainPanel.GetCurrentFrameSize() g.mainPanel.SetPosition(offset, height) g.mainPanel.Render(target) offset += w // Stamina g.mainPanel.SetCurrentFrame(2) w, _ = g.mainPanel.GetCurrentFrameSize() g.mainPanel.SetPosition(offset, height) g.mainPanel.Render(target) offset += w // Center menu button g.menuButton.SetCurrentFrame(0) w, _ = g.mainPanel.GetCurrentFrameSize() g.menuButton.SetPosition((width/2)-8, height-16) g.menuButton.Render(target) // Potions g.mainPanel.SetCurrentFrame(3) w, _ = g.mainPanel.GetCurrentFrameSize() g.mainPanel.SetPosition(offset, height) g.mainPanel.Render(target) offset += w // Right skill selector g.mainPanel.SetCurrentFrame(4) w, _ = g.mainPanel.GetCurrentFrameSize() g.mainPanel.SetPosition(offset, height) g.mainPanel.Render(target) offset += w // Right skill g.skillIcon.SetCurrentFrame(10) w, _ = g.skillIcon.GetCurrentFrameSize() g.skillIcon.SetPosition(offset, height) g.skillIcon.Render(target) offset += w // Right globe holder g.mainPanel.SetCurrentFrame(5) w, _ = g.mainPanel.GetCurrentFrameSize() g.mainPanel.SetPosition(offset, height) g.mainPanel.Render(target) // Right globe g.globeSprite.SetCurrentFrame(1) g.globeSprite.SetPosition(offset+8, height-8) g.globeSprite.Render(target) } func (g *GameControls) InEscapeMenu() bool { return g != nil && g.escapeMenu != nil && g.escapeMenu.IsOpen() }