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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-29 18:45:23 +00:00
OpenDiablo2/d2core/d2map/d2mapentity/animated_entity.go
danhale-git 6104adc700
D2map lint warnings (#566)
* Comments and newlines in engine.go

* Comments and newlines in object.go

* Comments and newlines in animated_entity.go

* Comments and newlines in missile.go

* Comments and newlines in npc.go

* Comments and newlines in player.go

* Removed object.go (incorrectly merged it in during rebase).

* Comments and newlines in renderer.go.

* Comments and newlines in map_entity.go.

* Comments and newlines in walk_mesh.go.

* Comments and newlines in viewport.go and tile_cache.go.

* Comments and newlines in stamp.go and wilderness_tile_types.go.

* Comments and newlines in everything else.
2020-07-09 16:11:01 -04:00

55 lines
1.3 KiB
Go

package d2mapentity
import (
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
)
// AnimatedEntity represents an animation that can be projected onto the map.
type AnimatedEntity struct {
mapEntity
direction int
action int
repetitions int
animation d2interface.Animation
}
// CreateAnimatedEntity creates an instance of AnimatedEntity
func CreateAnimatedEntity(x, y int, animation d2interface.Animation) *AnimatedEntity {
entity := &AnimatedEntity{
mapEntity: createMapEntity(x, y),
animation: animation,
}
entity.mapEntity.directioner = entity.rotate
return entity
}
// Render draws this animated entity onto the target
func (ae *AnimatedEntity) Render(target d2interface.Surface) {
target.PushTranslation(
ae.offsetX+int((ae.subcellX-ae.subcellY)*16),
ae.offsetY+int(((ae.subcellX+ae.subcellY)*8)-5),
)
defer target.Pop()
ae.animation.Render(target)
}
// GetDirection returns the current facing direction of this entity.
func (ae *AnimatedEntity) GetDirection() int {
return ae.direction
}
// rotate sets direction and changes animation
func (ae *AnimatedEntity) rotate(direction int) {
ae.direction = direction
ae.animation.SetDirection(ae.direction)
}
// Advance is called once per frame and processes a
// single game tick.
func (ae *AnimatedEntity) Advance(elapsed float64) {
ae.animation.Advance(elapsed)
}