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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-22 23:25:23 +00:00
OpenDiablo2/d2game/d2gamescreen/game.go
William 48a193579f
Enhanced escape menu with options - d2gui bug remaining (#459)
* First improvements

Signed-off-by: William Claude <w.claude@thebeat.co>

* Make the menu more generic

Signed-off-by: William Claude <w.claude@thebeat.co>

* Handle mouse events

Signed-off-by: William Claude <w.claude@thebeat.co>

* Remove debug statement

Signed-off-by: William Claude <w.claude@thebeat.co>

* Handle left clicks better

Signed-off-by: William Claude <w.claude@thebeat.co>

* Remove unused file

Signed-off-by: William Claude <w.claude@thebeat.co>

* Handle titles in screens

Signed-off-by: William Claude <w.claude@thebeat.co>

* Improve the menu using layouts

Signed-off-by: William Claude <w.claude@thebeat.co>

* Add support for onOff labels

Signed-off-by: William Claude <w.claude@thebeat.co>

* Mutualise title creation

Signed-off-by: William Claude <w.claude@thebeat.co>

* Add gutter and mutualise things

Signed-off-by: William Claude <w.claude@thebeat.co>

* Improve menu, mutualise a lot of things and support animated sprites

Signed-off-by: William Claude <w.claude@thebeat.co>

* Use a cfg struct instead of independent handlers

Signed-off-by: William Claude <w.claude@thebeat.co>

* Fix hardcoded value

Signed-off-by: William Claude <w.claude@thebeat.co>

* Clean things a bit

Signed-off-by: William Claude <w.claude@thebeat.co>

* Remove unused property

Signed-off-by: William Claude <w.claude@thebeat.co>

* First support for hoverable elements

Signed-off-by: William Claude <w.claude@thebeat.co>

* Add support for label selection feedback

Signed-off-by: William Claude <w.claude@thebeat.co>

* Add support options

Signed-off-by: William Claude <w.claude@thebeat.co>

* Update print statement

Signed-off-by: William Claude <w.claude@thebeat.co>

* Update rendering and clean code

Signed-off-by: William Claude <w.claude@thebeat.co>

* Remove debug things

Signed-off-by: William Claude <w.claude@thebeat.co>

* Handle hovering

Signed-off-by: William Claude <w.claude@thebeat.co>

* Support enter key for labels

Signed-off-by: William Claude <w.claude@thebeat.co>

* Attach methods to layout

Signed-off-by: William Claude <w.claude@thebeat.co>

* Move things under EscapeMenu

Signed-off-by: William Claude <w.claude@thebeat.co>

* Some renaming

Signed-off-by: William Claude <w.claude@thebeat.co>

* Clean

Signed-off-by: William Claude <w.claude@thebeat.co>

* Set hovered element ID when using the mouse

Signed-off-by: William Claude <w.claude@thebeat.co>

* Clean

Signed-off-by: William Claude <w.claude@thebeat.co>

* Delete unused file

Signed-off-by: William Claude <w.claude@thebeat.co>

* Wire save & exit with a nasty hack

Signed-off-by: William Claude <w.claude@thebeat.co>

* Remove unused file

Signed-off-by: William Claude <w.claude@thebeat.co>

* Remove dead code

Signed-off-by: William Claude <w.claude@thebeat.co>

* Reorder the code a bit

Signed-off-by: William Claude <w.claude@thebeat.co>

* Rename hoverableElement into actionableElement

Signed-off-by: William Claude <w.claude@thebeat.co>

* Prevent regenerating the label if the text didn't change

Signed-off-by: William Claude <w.claude@thebeat.co>
2020-06-25 16:27:16 -04:00

138 lines
4.2 KiB
Go

package d2gamescreen
import (
"fmt"
"image/color"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2screen"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2audio"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2input"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2maprenderer"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
"github.com/OpenDiablo2/OpenDiablo2/d2game/d2player"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket"
)
type Game struct {
gameClient *d2client.GameClient
mapRenderer *d2maprenderer.MapRenderer
gameControls *d2player.GameControls // TODO: Hack
localPlayer *d2mapentity.Player
lastRegionType d2enum.RegionIdType
ticksSinceLevelCheck float64
escapeMenu *EscapeMenu
}
func CreateGame(gameClient *d2client.GameClient) *Game {
result := &Game{
gameClient: gameClient,
gameControls: nil,
localPlayer: nil,
lastRegionType: d2enum.RegionNone,
ticksSinceLevelCheck: 0,
mapRenderer: d2maprenderer.CreateMapRenderer(gameClient.MapEngine),
escapeMenu: NewEscapeMenu(),
}
result.escapeMenu.OnLoad()
d2input.BindHandler(result.escapeMenu)
return result
}
func (v *Game) OnLoad(loading d2screen.LoadingState) {
d2audio.PlayBGM("")
}
func (v *Game) OnUnload() error {
d2input.UnbindHandler(v.gameControls) // TODO: hack
v.gameClient.Close()
return nil
}
func (v *Game) Render(screen d2render.Surface) error {
if v.gameClient.RegenMap {
v.gameClient.RegenMap = false
v.mapRenderer.RegenerateTileCache()
}
screen.Clear(color.Black)
v.mapRenderer.Render(screen)
if v.gameControls != nil {
v.gameControls.Render(screen)
}
return nil
}
var hideZoneTextAfterSeconds = 2.0
func (v *Game) Advance(tickTime float64) error {
if (v.escapeMenu != nil && !v.escapeMenu.IsOpen()) || len(v.gameClient.Players) != 1 {
v.gameClient.MapEngine.Advance(tickTime) // TODO: Hack
}
if v.gameControls != nil {
v.gameControls.Advance(tickTime)
}
v.ticksSinceLevelCheck += tickTime
if v.ticksSinceLevelCheck > 1.0 {
v.ticksSinceLevelCheck = 0
if v.localPlayer != nil {
tile := v.gameClient.MapEngine.TileAt(v.localPlayer.TileX, v.localPlayer.TileY)
if tile != nil {
switch tile.RegionType {
case d2enum.RegionAct1Town: // Rogue encampent
v.localPlayer.SetIsInTown(true)
d2audio.PlayBGM("/data/global/music/Act1/town1.wav")
case d2enum.RegionAct1Wilderness: // Blood Moore
v.localPlayer.SetIsInTown(false)
d2audio.PlayBGM("/data/global/music/Act1/wild.wav")
}
// skip showing zone change text the first time we enter the world
if v.lastRegionType != d2enum.RegionNone && v.lastRegionType != tile.RegionType {
//TODO: Should not be using RegionType as an index - this will return incorrect LevelDetails record for most of the zones.
v.gameControls.SetZoneChangeText(fmt.Sprintf("Entering The %s", d2datadict.LevelDetails[int(tile.RegionType)].LevelDisplayName))
v.gameControls.ShowZoneChangeText()
v.gameControls.HideZoneChangeTextAfter(hideZoneTextAfterSeconds)
}
v.lastRegionType = tile.RegionType
}
}
}
// Bind the game controls to the player once it exists
if v.gameControls == nil {
for _, player := range v.gameClient.Players {
if player.Id != v.gameClient.PlayerId {
continue
}
v.localPlayer = player
v.gameControls = d2player.NewGameControls(player, v.gameClient.MapEngine, v.mapRenderer, v)
v.gameControls.Load()
d2input.BindHandler(v.gameControls)
break
}
}
// Update the camera to focus on the player
if v.localPlayer != nil && !v.gameControls.FreeCam {
rx, ry := v.mapRenderer.WorldToOrtho(v.localPlayer.LocationX/5, v.localPlayer.LocationY/5)
v.mapRenderer.MoveCameraTo(rx, ry)
}
return nil
}
func (v *Game) OnPlayerMove(x, y float64) {
heroPosX := v.localPlayer.LocationX / 5.0
heroPosY := v.localPlayer.LocationY / 5.0
v.gameClient.SendPacketToServer(d2netpacket.CreateMovePlayerPacket(v.gameClient.PlayerId, heroPosX, heroPosY, x, y))
}