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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-29 10:35:23 +00:00
OpenDiablo2/d2render/d2mapengine/engine.go
Alex Yatskov 1b03e691b9 High level resource caching; resource cleanup (#264)
* Work on resource loading

* Use new material flag name. (#261)

Update ebiten ref while at it

* Hopefully fix CI (#262)

* Don't try to copy config.json on travis (#263)

I doesn't exist anymore

* Update D2Shared references

* Fix character selection rect

Co-authored-by: Ziemas <ziemas@ziemas.se>
2019-12-21 20:53:18 -05:00

147 lines
3.8 KiB
Go

package d2mapengine
import (
"strings"
"github.com/hajimehoshi/ebiten"
"github.com/OpenDiablo2/D2Shared/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2audio"
"github.com/OpenDiablo2/OpenDiablo2/d2core"
)
type MapEntity interface {
Render(target *ebiten.Image, screenX, screenY int)
GetPosition() (float64, float64)
Advance(tickTime float64)
}
type MapEngine struct {
soundManager *d2audio.Manager
gameState *d2core.GameState
debugVisLevel int
regions []*MapRegion
entities []MapEntity
viewport *Viewport
camera Camera
}
func CreateMapEngine(gameState *d2core.GameState, soundManager *d2audio.Manager) *MapEngine {
engine := &MapEngine{
gameState: gameState,
soundManager: soundManager,
viewport: NewViewport(0, 0, 800, 600),
}
engine.viewport.SetCamera(&engine.camera)
return engine
}
func (me *MapEngine) GetStartPosition() (float64, float64) {
var startX, startY float64
if len(me.regions) > 0 {
region := me.regions[0]
startX, startY = region.getStartTilePosition()
}
return startX, startY
}
func (me *MapEngine) GetCenterPosition() (float64, float64) {
var centerX, centerY float64
if len(me.regions) > 0 {
region := me.regions[0]
centerX = float64(region.tileRect.Left) + float64(region.tileRect.Width)/2
centerY = float64(region.tileRect.Top) + float64(region.tileRect.Height)/2
}
return centerX, centerY
}
func (me *MapEngine) MoveCameraTo(x, y float64) {
me.camera.MoveTo(x, y)
}
func (me *MapEngine) MoveCameraBy(x, y float64) {
me.camera.MoveBy(x, y)
}
func (me *MapEngine) ScreenToWorld(x, y int) (float64, float64) {
return me.viewport.ScreenToWorld(x, y)
}
func (me *MapEngine) ScreenToOrtho(x, y int) (float64, float64) {
return me.viewport.ScreenToOrtho(x, y)
}
func (me *MapEngine) WorldToOrtho(x, y float64) (float64, float64) {
return me.viewport.WorldToOrtho(x, y)
}
func (me *MapEngine) SetDebugVisLevel(debugVisLevel int) {
me.debugVisLevel = debugVisLevel
}
func (me *MapEngine) GenerateMap(regionType d2enum.RegionIdType, levelPreset int, fileIndex int) {
region, entities := loadRegion(me.gameState.Seed, 0, 0, regionType, levelPreset, fileIndex)
me.regions = append(me.regions, region)
me.entities = append(me.entities, entities...)
}
func (me *MapEngine) GenerateAct1Overworld() {
me.soundManager.PlayBGM("/data/global/music/Act1/town1.wav") // TODO: Temp stuff here
region, entities := loadRegion(me.gameState.Seed, 0, 0, d2enum.RegionAct1Town, 1, -1)
me.regions = append(me.regions, region)
me.entities = append(me.entities, entities...)
if strings.Contains(region.regionPath, "E1") {
region, entities := loadRegion(me.gameState.Seed, int(region.tileRect.Width-1), 0, d2enum.RegionAct1Town, 2, -1)
me.regions = append(me.regions, region)
me.entities = append(me.entities, entities...)
} else if strings.Contains(region.regionPath, "S1") {
region, entities := loadRegion(me.gameState.Seed, 0, int(region.tileRect.Height-1), d2enum.RegionAct1Town, 3, -1)
me.regions = append(me.regions, region)
me.entities = append(me.entities, entities...)
}
}
func (me *MapEngine) GetRegionAtTile(x, y int) *MapRegion {
for _, region := range me.regions {
if region.tileRect.IsInRect(x, y) {
return region
}
}
return nil
}
func (me *MapEngine) AddEntity(entity MapEntity) {
me.entities = append(me.entities, entity)
}
func (me *MapEngine) Advance(tickTime float64) {
for _, region := range me.regions {
if region.isVisbile(me.viewport) {
region.advance(tickTime)
}
}
for _, entity := range me.entities {
entity.Advance(tickTime)
}
}
func (me *MapEngine) Render(target *ebiten.Image) {
for _, region := range me.regions {
if region.isVisbile(me.viewport) {
region.renderPass1(me.viewport, target)
region.renderDebug(me.debugVisLevel, me.viewport, target)
region.renderPass2(me.entities, me.viewport, target)
region.renderPass3(me.viewport, target)
}
}
}