mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-18 18:36:12 -05:00
711cae2d69
* camera offset for ui panels : added maprenderer viewport to be aligned left or right calling alignement on keyPress in game_controls * check if already aligned * fix bugs -forgot to assign alignement -defaultScreenRect instead of screenRect because of issue mentionned in original comment * remove config.json and replace go.mod line * update with new renderer and escape menu
298 lines
7.3 KiB
Go
298 lines
7.3 KiB
Go
package d2player
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import (
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"github.com/OpenDiablo2/OpenDiablo2/d2common"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2input"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapengine"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2maprenderer"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2term"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
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)
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type Panel interface {
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IsOpen() bool
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Toggle()
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Open()
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Close()
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}
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// ID of missile to create when user right clicks.
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var missileID = 59
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type GameControls struct {
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hero *d2mapentity.Player
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mapEngine *d2mapengine.MapEngine
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mapRenderer *d2maprenderer.MapRenderer
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inventory *Inventory
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heroStats *HeroStats
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escapeMenu *EscapeMenu
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inputListener InputCallbackListener
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FreeCam bool
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// UI
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globeSprite *d2ui.Sprite
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mainPanel *d2ui.Sprite
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menuButton *d2ui.Sprite
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skillIcon *d2ui.Sprite
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}
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func NewGameControls(hero *d2mapentity.Player, mapEngine *d2mapengine.MapEngine, mapRenderer *d2maprenderer.MapRenderer, inputListener InputCallbackListener) *GameControls {
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d2term.BindAction("setmissile", "set missile id to summon on right click", func(id int) {
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missileID = id
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})
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gc := &GameControls{
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hero: hero,
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mapEngine: mapEngine,
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inputListener: inputListener,
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mapRenderer: mapRenderer,
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inventory: NewInventory(),
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heroStats: NewHeroStats(),
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escapeMenu: NewEscapeMenu(),
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}
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d2term.BindAction("freecam", "toggle free camera movement", func() {
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gc.FreeCam = !gc.FreeCam
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})
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return gc
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}
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func (g *GameControls) OnKeyRepeat(event d2input.KeyEvent) bool {
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if g.FreeCam {
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var moveSpeed float64 = 8
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if event.KeyMod == d2input.KeyModShift {
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moveSpeed *= 2
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}
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if event.Key == d2input.KeyDown {
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g.mapRenderer.MoveCameraBy(0, moveSpeed)
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return true
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}
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if event.Key == d2input.KeyUp {
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g.mapRenderer.MoveCameraBy(0, -moveSpeed)
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return true
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}
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if event.Key == d2input.KeyRight {
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g.mapRenderer.MoveCameraBy(moveSpeed, 0)
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return true
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}
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if event.Key == d2input.KeyLeft {
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g.mapRenderer.MoveCameraBy(-moveSpeed, 0)
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return true
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}
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}
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return false
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}
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func (g *GameControls) OnKeyDown(event d2input.KeyEvent) bool {
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switch event.Key {
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case d2input.KeyEscape:
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if g.inventory.IsOpen() || g.heroStats.IsOpen() {
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g.inventory.Close()
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g.heroStats.Close()
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g.updateLayout()
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break
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}
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g.escapeMenu.Toggle()
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case d2input.KeyUp:
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g.escapeMenu.OnUpKey()
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case d2input.KeyDown:
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g.escapeMenu.OnDownKey()
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case d2input.KeyEnter:
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g.escapeMenu.OnEnterKey()
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case d2input.KeyI:
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g.inventory.Toggle()
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g.updateLayout()
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case d2input.KeyC:
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g.heroStats.Toggle()
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g.updateLayout()
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default:
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return false
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}
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return true
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}
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func (g *GameControls) OnMouseMove(event d2input.MouseMoveEvent) bool {
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g.escapeMenu.OnMouseMove(event)
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return false
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}
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func (g *GameControls) OnMouseButtonDown(event d2input.MouseEvent) bool {
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if g.escapeMenu.IsOpen() {
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return g.escapeMenu.OnMouseButtonDown(event)
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}
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px, py := g.mapRenderer.ScreenToWorld(event.X, event.Y)
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px = float64(int(px*10)) / 10.0
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py = float64(int(py*10)) / 10.0
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if event.Button == d2input.MouseButtonLeft {
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g.inputListener.OnPlayerMove(px, py)
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return true
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}
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if event.Button == d2input.MouseButtonRight {
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missile, err := d2mapentity.CreateMissile(
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int(g.hero.AnimatedComposite.LocationX),
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int(g.hero.AnimatedComposite.LocationY),
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d2datadict.Missiles[missileID],
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)
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if err != nil {
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return false
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}
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rads := d2common.GetRadiansBetween(
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g.hero.AnimatedComposite.LocationX,
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g.hero.AnimatedComposite.LocationY,
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px*5,
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py*5,
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)
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missile.SetRadians(rads, func() {
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g.mapEngine.RemoveEntity(missile)
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})
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g.mapEngine.AddEntity(missile)
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return true
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}
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return false
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}
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func (g *GameControls) Load() {
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animation, _ := d2asset.LoadAnimation(d2resource.GameGlobeOverlap, d2resource.PaletteSky)
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g.globeSprite, _ = d2ui.LoadSprite(animation)
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animation, _ = d2asset.LoadAnimation(d2resource.GamePanels, d2resource.PaletteSky)
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g.mainPanel, _ = d2ui.LoadSprite(animation)
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animation, _ = d2asset.LoadAnimation(d2resource.MenuButton, d2resource.PaletteSky)
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g.menuButton, _ = d2ui.LoadSprite(animation)
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animation, _ = d2asset.LoadAnimation(d2resource.GenericSkills, d2resource.PaletteSky)
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g.skillIcon, _ = d2ui.LoadSprite(animation)
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g.inventory.Load()
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g.heroStats.Load()
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g.escapeMenu.OnLoad()
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}
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// ScreenAdvanceHandler
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func (g *GameControls) Advance(elapsed float64) error {
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g.escapeMenu.Advance(elapsed)
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return nil
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}
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func (g *GameControls) updateLayout() {
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isRightPanelOpen := false
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isLeftPanelOpen := false
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// todo : add same logic when adding quest log and skill tree
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isRightPanelOpen = g.inventory.isOpen || isRightPanelOpen
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isLeftPanelOpen = g.heroStats.isOpen || isLeftPanelOpen
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if isRightPanelOpen == isLeftPanelOpen {
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g.mapRenderer.ViewportDefault()
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} else if isRightPanelOpen == true {
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g.mapRenderer.ViewportToLeft()
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} else {
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g.mapRenderer.ViewportToRight()
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}
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}
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// TODO: consider caching the panels to single image that is reused.
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func (g *GameControls) Render(target d2render.Surface) {
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g.inventory.Render(target)
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g.heroStats.Render(target)
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g.escapeMenu.Render(target)
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width, height := target.GetSize()
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offset := 0
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// Left globe holder
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g.mainPanel.SetCurrentFrame(0)
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w, _ := g.mainPanel.GetCurrentFrameSize()
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g.mainPanel.SetPosition(offset, height)
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g.mainPanel.Render(target)
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// Left globe
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g.globeSprite.SetCurrentFrame(0)
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g.globeSprite.SetPosition(offset+28, height-5)
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g.globeSprite.Render(target)
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offset += w
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// Left skill
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g.skillIcon.SetCurrentFrame(2)
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w, _ = g.skillIcon.GetCurrentFrameSize()
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g.skillIcon.SetPosition(offset, height)
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g.skillIcon.Render(target)
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offset += w
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// Left skill selector
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g.mainPanel.SetCurrentFrame(1)
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w, _ = g.mainPanel.GetCurrentFrameSize()
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g.mainPanel.SetPosition(offset, height)
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g.mainPanel.Render(target)
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offset += w
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// Stamina
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g.mainPanel.SetCurrentFrame(2)
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w, _ = g.mainPanel.GetCurrentFrameSize()
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g.mainPanel.SetPosition(offset, height)
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g.mainPanel.Render(target)
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offset += w
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// Center menu button
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g.menuButton.SetCurrentFrame(0)
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w, _ = g.mainPanel.GetCurrentFrameSize()
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g.menuButton.SetPosition((width/2)-8, height-16)
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g.menuButton.Render(target)
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// Potions
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g.mainPanel.SetCurrentFrame(3)
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w, _ = g.mainPanel.GetCurrentFrameSize()
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g.mainPanel.SetPosition(offset, height)
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g.mainPanel.Render(target)
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offset += w
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// Right skill selector
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g.mainPanel.SetCurrentFrame(4)
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w, _ = g.mainPanel.GetCurrentFrameSize()
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g.mainPanel.SetPosition(offset, height)
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g.mainPanel.Render(target)
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offset += w
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// Right skill
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g.skillIcon.SetCurrentFrame(10)
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w, _ = g.skillIcon.GetCurrentFrameSize()
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g.skillIcon.SetPosition(offset, height)
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g.skillIcon.Render(target)
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offset += w
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// Right globe holder
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g.mainPanel.SetCurrentFrame(5)
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w, _ = g.mainPanel.GetCurrentFrameSize()
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g.mainPanel.SetPosition(offset, height)
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g.mainPanel.Render(target)
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// Right globe
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g.globeSprite.SetCurrentFrame(1)
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g.globeSprite.SetPosition(offset+8, height-8)
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g.globeSprite.Render(target)
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}
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func (g *GameControls) InEscapeMenu() bool {
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return g != nil && g.escapeMenu != nil && g.escapeMenu.IsOpen()
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}
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