package OpenDiablo2 import ( "encoding/binary" "image/color" "time" "github.com/hajimehoshi/ebiten" ) type Sprite struct { Directions uint32 FramesPerDirection uint32 Frames []SpriteFrame X, Y int Frame, Direction uint8 Blend bool LastFrameTime time.Time Animate bool ColorMod color.Color } type SpriteFrame struct { Flip uint32 Width uint32 Height uint32 OffsetX int32 OffsetY int32 Unknown uint32 NextBlock uint32 Length uint32 ImageData []int16 Image *ebiten.Image } func CreateSprite(data []byte, palette Palette) Sprite { result := Sprite{ X: 50, Y: 50, Frame: 0, Direction: 0, Blend: false, ColorMod: nil, Directions: binary.LittleEndian.Uint32(data[16:20]), FramesPerDirection: binary.LittleEndian.Uint32(data[20:24]), Animate: false, LastFrameTime: time.Now(), } dataPointer := uint32(24) totalFrames := result.Directions * result.FramesPerDirection framePointers := make([]uint32, totalFrames) for i := uint32(0); i < totalFrames; i++ { framePointers[i] = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4]) dataPointer += 4 } result.Frames = make([]SpriteFrame, totalFrames) for i := uint32(0); i < totalFrames; i++ { dataPointer = framePointers[i] result.Frames[i].Flip = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4]) dataPointer += 4 result.Frames[i].Width = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4]) dataPointer += 4 result.Frames[i].Height = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4]) dataPointer += 4 result.Frames[i].OffsetX = BytesToInt32(data[dataPointer : dataPointer+4]) dataPointer += 4 result.Frames[i].OffsetY = BytesToInt32(data[dataPointer : dataPointer+4]) dataPointer += 4 result.Frames[i].Unknown = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4]) dataPointer += 4 result.Frames[i].NextBlock = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4]) dataPointer += 4 result.Frames[i].Length = binary.LittleEndian.Uint32(data[dataPointer : dataPointer+4]) dataPointer += 4 result.Frames[i].ImageData = make([]int16, result.Frames[i].Width*result.Frames[i].Height) for fi := range result.Frames[i].ImageData { result.Frames[i].ImageData[fi] = -1 } x := uint32(0) y := uint32(result.Frames[i].Height - 1) go func(ix, dataPointer uint32) { for true { b := data[dataPointer] dataPointer++ if b == 0x80 { if y == 0 { break } y-- x = 0 } else if (b & 0x80) > 0 { transparentPixels := b & 0x7F for ti := byte(0); ti < transparentPixels; ti++ { result.Frames[ix].ImageData[x+(y*result.Frames[ix].Width)+uint32(ti)] = -1 } x += uint32(transparentPixels) } else { for bi := 0; bi < int(b); bi++ { result.Frames[ix].ImageData[x+(y*result.Frames[ix].Width)+uint32(bi)] = int16(data[dataPointer]) dataPointer++ } x += uint32(b) } } result.Frames[ix].Image, _ = ebiten.NewImage(int(result.Frames[ix].Width), int(result.Frames[ix].Height), ebiten.FilterNearest) newData := make([]byte, result.Frames[ix].Width*result.Frames[ix].Height*4) for ii := uint32(0); ii < result.Frames[ix].Width*result.Frames[ix].Height; ii++ { if result.Frames[ix].ImageData[ii] == -1 { continue } newData[ii*4] = palette.Colors[result.Frames[ix].ImageData[ii]].R newData[(ii*4)+1] = palette.Colors[result.Frames[ix].ImageData[ii]].G newData[(ii*4)+2] = palette.Colors[result.Frames[ix].ImageData[ii]].B newData[(ii*4)+3] = 0xFF } result.Frames[ix].Image.ReplacePixels(newData) }(i, dataPointer) } return result } func (v *Sprite) GetSize() (uint32, uint32) { frame := v.Frames[uint32(v.Frame)+(uint32(v.Direction)*v.FramesPerDirection)] return frame.Width, frame.Height } func (v *Sprite) updateAnimation() { if !v.Animate { return } tNow := time.Now() if v.LastFrameTime.Add(time.Millisecond * 25).After(tNow) { return } v.LastFrameTime = tNow v.Frame++ if v.Frame >= uint8(v.FramesPerDirection) { v.Frame = 0 } } // Draw draws the sprite onto the target func (v *Sprite) Draw(target *ebiten.Image) { v.updateAnimation() opts := &ebiten.DrawImageOptions{} frame := v.Frames[uint32(v.Frame)+(uint32(v.Direction)*v.FramesPerDirection)] opts.GeoM.Translate( float64(int32(v.X)+frame.OffsetX), float64((int32(v.Y) - int32(frame.Height) + frame.OffsetY)), ) if v.Blend { opts.CompositeMode = ebiten.CompositeModeLighter } if v.ColorMod != nil { opts.ColorM = ColorToColorM(v.ColorMod) } target.DrawImage(frame.Image, opts) } func (v *Sprite) DrawSegments(target *ebiten.Image, xSegments, ySegments, offset int) { v.updateAnimation() yOffset := int32(0) for y := 0; y < ySegments; y++ { xOffset := int32(0) biggestYOffset := int32(0) for x := 0; x < xSegments; x++ { frame := v.Frames[uint32(x+(y*xSegments)+(offset*xSegments*ySegments))] opts := &ebiten.DrawImageOptions{} opts.GeoM.Translate( float64(int32(v.X)+frame.OffsetX+xOffset), float64(int32(v.Y)+frame.OffsetY+yOffset), ) if v.Blend { opts.CompositeMode = ebiten.CompositeModeLighter } if v.ColorMod != nil { opts.ColorM = ColorToColorM(v.ColorMod) } target.DrawImage(frame.Image, opts) xOffset += int32(frame.Width) biggestYOffset = MaxInt32(biggestYOffset, int32(frame.Height)) } yOffset += biggestYOffset } } // MoveTo moves the sprite to the specified coordinates func (v *Sprite) MoveTo(x, y int) { v.X = x v.Y = y }