OpenDiablo2/d2game/d2player/game_controls.go

882 lines
23 KiB
Go

package d2player
import (
"fmt"
"image"
"image/color"
"log"
"math"
"time"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2geom"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
"github.com/OpenDiablo2/OpenDiablo2/d2game/d2player/help"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2gui"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapengine"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2maprenderer"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
)
// Panel represents the panel at the bottom of the game screen
type Panel interface {
IsOpen() bool
Toggle()
Open()
Close()
}
const (
initialMissileID = 59
expBarWidth = 120.0
staminaBarWidth = 102.0
globeHeight = 80
globeWidth = 80
hoverLabelOuterPad = 5
mouseBtnActionsTreshhold = 0.25
)
// GameControls represents the game's controls on the screen
type GameControls struct {
actionableRegions []ActionableRegion
asset *d2asset.AssetManager
renderer d2interface.Renderer // TODO: This shouldn't be a dependency
inputListener InputCallbackListener
hero *d2mapentity.Player
mapEngine *d2mapengine.MapEngine
mapRenderer *d2maprenderer.MapRenderer
uiManager *d2ui.UIManager
inventory *Inventory
heroStatsPanel *HeroStatsPanel
helpOverlay *help.Overlay
miniPanel *miniPanel
lastMouseX int
lastMouseY int
missileID int
globeSprite *d2ui.Sprite
hpManaStatusSprite *d2ui.Sprite
mainPanel *d2ui.Sprite
menuButton *d2ui.Sprite
skillIcon *d2ui.Sprite
zoneChangeText *d2ui.Label
nameLabel *d2ui.Label
hpManaStatsLabel *d2ui.Label
runButton *d2ui.Button
lastLeftBtnActionTime float64
lastRightBtnActionTime float64
FreeCam bool
isZoneTextShown bool
hpStatsIsVisible bool
manaStatsIsVisible bool
isSinglePlayer bool
}
type ActionableType int
type ActionableRegion struct {
ActionableTypeID ActionableType
Rect d2geom.Rectangle
}
const (
// Since they require special handling, not considering (1) globes, (2) content of the mini panel, (3) belt
leftSkill ActionableType = iota
leftSelect
xp
walkRun
stamina
miniPnl
rightSelect
rightSkill
hpGlobe
manaGlobe
miniPanelCharacter
miniPanelInventory
)
// NewGameControls creates a GameControls instance and returns a pointer to it
func NewGameControls(
asset *d2asset.AssetManager,
renderer d2interface.Renderer,
hero *d2mapentity.Player,
mapEngine *d2mapengine.MapEngine,
mapRenderer *d2maprenderer.MapRenderer,
inputListener InputCallbackListener,
term d2interface.Terminal,
ui *d2ui.UIManager,
isSinglePlayer bool,
) (*GameControls, error) {
missileID := initialMissileID
err := term.BindAction("setmissile", "set missile id to summon on right click", func(id int) {
missileID = id
})
if err != nil {
return nil, err
}
zoneLabel := ui.NewLabel(d2resource.Font30, d2resource.PaletteUnits)
zoneLabel.Alignment = d2gui.HorizontalAlignCenter
nameLabel := ui.NewLabel(d2resource.FontFormal11, d2resource.PaletteStatic)
nameLabel.Alignment = d2gui.HorizontalAlignCenter
nameLabel.SetText(d2ui.ColorTokenize("", d2ui.ColorTokenServer))
hpManaStatsLabel := ui.NewLabel(d2resource.Font16, d2resource.PaletteUnits)
hpManaStatsLabel.Alignment = d2gui.HorizontalAlignLeft
// TODO make this depend on the hero type to respect inventory.txt
var inventoryRecordKey string
switch hero.Class {
case d2enum.HeroAssassin:
inventoryRecordKey = "Assassin"
case d2enum.HeroAmazon:
inventoryRecordKey = "Amazon2"
case d2enum.HeroBarbarian:
inventoryRecordKey = "Barbarian2"
case d2enum.HeroDruid:
inventoryRecordKey = "Druid"
case d2enum.HeroNecromancer:
inventoryRecordKey = "Necromancer2"
case d2enum.HeroPaladin:
inventoryRecordKey = "Paladin2"
case d2enum.HeroSorceress:
inventoryRecordKey = "Sorceress2"
default:
return nil, fmt.Errorf("unknown hero class: %d", hero.Class)
}
inventoryRecord := d2datadict.Inventory[inventoryRecordKey]
hoverLabel := nameLabel
hoverLabel.SetBackgroundColor(color.RGBA{0, 0, 0, uint8(128)})
globeStatsLabel := hpManaStatsLabel
gc := &GameControls{
asset: asset,
uiManager: ui,
renderer: renderer,
hero: hero,
mapEngine: mapEngine,
inputListener: inputListener,
mapRenderer: mapRenderer,
inventory: NewInventory(asset, ui, inventoryRecord),
heroStatsPanel: NewHeroStatsPanel(asset, ui, hero.Name(), hero.Class, hero.Stats),
helpOverlay: help.NewHelpOverlay(asset, renderer, ui),
miniPanel: newMiniPanel(asset, ui, isSinglePlayer),
missileID: missileID,
nameLabel: hoverLabel,
zoneChangeText: zoneLabel,
hpManaStatsLabel: globeStatsLabel,
actionableRegions: []ActionableRegion{
{leftSkill, d2geom.Rectangle{Left: 115, Top: 550, Width: 50, Height: 50}},
{leftSelect, d2geom.Rectangle{Left: 206, Top: 563, Width: 30, Height: 30}},
{xp, d2geom.Rectangle{Left: 253, Top: 560, Width: 125, Height: 5}},
{walkRun, d2geom.Rectangle{Left: 255, Top: 573, Width: 17, Height: 20}},
{stamina, d2geom.Rectangle{Left: 273, Top: 573, Width: 105, Height: 20}},
{miniPnl, d2geom.Rectangle{Left: 393, Top: 563, Width: 12, Height: 23}},
{rightSelect, d2geom.Rectangle{Left: 562, Top: 563, Width: 30, Height: 30}},
{rightSkill, d2geom.Rectangle{Left: 634, Top: 550, Width: 50, Height: 50}},
{hpGlobe, d2geom.Rectangle{Left: 30, Top: 525, Width: 65, Height: 50}},
{manaGlobe, d2geom.Rectangle{Left: 700, Top: 525, Width: 65, Height: 50}},
{miniPanelCharacter, d2geom.Rectangle{Left: 325, Top: 526, Width: 26, Height: 26}},
{miniPanelInventory, d2geom.Rectangle{Left: 351, Top: 526, Width: 26, Height: 26}},
},
lastLeftBtnActionTime: 0,
lastRightBtnActionTime: 0,
isSinglePlayer: isSinglePlayer,
}
err = term.BindAction("freecam", "toggle free camera movement", func() {
gc.FreeCam = !gc.FreeCam
})
if err != nil {
return nil, err
}
return gc, nil
}
// OnKeyRepeat is called to handle repeated key presses
func (g *GameControls) OnKeyRepeat(event d2interface.KeyEvent) bool {
if g.FreeCam {
var moveSpeed float64 = 8
if event.KeyMod() == d2enum.KeyModShift {
moveSpeed *= 2
}
if event.Key() == d2enum.KeyDown {
v := d2vector.NewVector(0, moveSpeed)
g.mapRenderer.MoveCameraTargetBy(v)
return true
}
if event.Key() == d2enum.KeyUp {
v := d2vector.NewVector(0, -moveSpeed)
g.mapRenderer.MoveCameraTargetBy(v)
return true
}
if event.Key() == d2enum.KeyRight {
v := d2vector.NewVector(moveSpeed, 0)
g.mapRenderer.MoveCameraTargetBy(v)
return true
}
if event.Key() == d2enum.KeyLeft {
v := d2vector.NewVector(-moveSpeed, 0)
g.mapRenderer.MoveCameraTargetBy(v)
return true
}
}
return false
}
// OnKeyDown handles key presses
func (g *GameControls) OnKeyDown(event d2interface.KeyEvent) bool {
switch event.Key() {
case d2enum.KeyEscape:
if g.inventory.IsOpen() || g.heroStatsPanel.IsOpen() {
g.inventory.Close()
g.heroStatsPanel.Close()
g.updateLayout()
break
}
case d2enum.KeyI:
g.inventory.Toggle()
g.updateLayout()
case d2enum.KeyC:
g.heroStatsPanel.Toggle()
g.updateLayout()
case d2enum.KeyR:
g.onToggleRunButton()
case d2enum.KeyH:
g.helpOverlay.Toggle()
g.updateLayout()
default:
return false
}
return false
}
// OnMouseButtonRepeat handles repeated mouse clicks
func (g *GameControls) OnMouseButtonRepeat(event d2interface.MouseEvent) bool {
px, py := g.mapRenderer.ScreenToWorld(event.X(), event.Y())
px = float64(int(px*10)) / 10.0
py = float64(int(py*10)) / 10.0
now := d2util.Now()
button := event.Button()
isLeft := button == d2enum.MouseButtonLeft
isRight := button == d2enum.MouseButtonRight
lastLeft := now - g.lastLeftBtnActionTime
lastRight := now - g.lastRightBtnActionTime
inRect := !g.isInActiveMenusRect(event.X(), event.Y())
shouldDoLeft := lastLeft >= mouseBtnActionsTreshhold
shouldDoRight := lastRight >= mouseBtnActionsTreshhold
if isLeft && shouldDoLeft && inRect {
g.lastLeftBtnActionTime = now
g.inputListener.OnPlayerMove(px, py)
if g.FreeCam {
if event.Button() == d2enum.MouseButtonLeft {
camVect := g.mapRenderer.Camera.GetPosition().Vector
x, y := float64(g.lastMouseX-400)/5, float64(g.lastMouseY-300)/5
targetPosition := d2vector.NewPositionTile(x, y)
targetPosition.Add(&camVect)
g.mapRenderer.SetCameraTarget(&targetPosition)
return true
}
}
return true
}
if isRight && shouldDoRight && inRect {
g.lastRightBtnActionTime = now
g.inputListener.OnPlayerCast(g.missileID, px, py)
return true
}
return true
}
// OnMouseMove handles mouse movement events
func (g *GameControls) OnMouseMove(event d2interface.MouseMoveEvent) bool {
mx, my := event.X(), event.Y()
g.lastMouseX = mx
g.lastMouseY = my
g.inventory.lastMouseX = mx
g.inventory.lastMouseY = my
for i := range g.actionableRegions {
// Mouse over a game control element
if g.actionableRegions[i].Rect.IsInRect(mx, my) {
g.onHoverActionable(g.actionableRegions[i].ActionableTypeID)
}
}
return false
}
// OnMouseButtonDown handles mouse button presses
func (g *GameControls) OnMouseButtonDown(event d2interface.MouseEvent) bool {
mx, my := event.X(), event.Y()
for i := range g.actionableRegions {
// If click is on a game control element
if g.actionableRegions[i].Rect.IsInRect(mx, my) {
g.onClickActionable(g.actionableRegions[i].ActionableTypeID)
return false
}
}
px, py := g.mapRenderer.ScreenToWorld(mx, my)
px = float64(int(px*10)) / 10.0
py = float64(int(py*10)) / 10.0
if event.Button() == d2enum.MouseButtonLeft && !g.isInActiveMenusRect(mx, my) {
g.lastLeftBtnActionTime = d2util.Now()
g.inputListener.OnPlayerMove(px, py)
return true
}
if event.Button() == d2enum.MouseButtonRight && !g.isInActiveMenusRect(mx, my) {
g.lastRightBtnActionTime = d2util.Now()
g.inputListener.OnPlayerCast(g.missileID, px, py)
return true
}
return false
}
// Load loads the resources required for the GameControls
func (g *GameControls) Load() {
animation, _ := g.asset.LoadAnimation(d2resource.GameGlobeOverlap, d2resource.PaletteSky)
g.globeSprite, _ = g.uiManager.NewSprite(animation)
animation, _ = g.asset.LoadAnimation(d2resource.HealthManaIndicator, d2resource.PaletteSky)
g.hpManaStatusSprite, _ = g.uiManager.NewSprite(animation)
animation, _ = g.asset.LoadAnimation(d2resource.GamePanels, d2resource.PaletteSky)
g.mainPanel, _ = g.uiManager.NewSprite(animation)
animation, _ = g.asset.LoadAnimation(d2resource.MenuButton, d2resource.PaletteSky)
_ = animation.SetCurrentFrame(2)
g.menuButton, _ = g.uiManager.NewSprite(animation)
animation, _ = g.asset.LoadAnimation(d2resource.GenericSkills, d2resource.PaletteSky)
g.skillIcon, _ = g.uiManager.NewSprite(animation)
g.loadUIButtons()
g.inventory.Load()
g.heroStatsPanel.Load()
g.helpOverlay.Load()
}
func (g *GameControls) loadUIButtons() {
// Run button
g.runButton = g.uiManager.NewButton(d2ui.ButtonTypeRun, "")
g.runButton.SetPosition(255, 570)
g.runButton.OnActivated(func() { g.onToggleRunButton() })
if g.hero.IsRunToggled() {
g.runButton.Toggle()
}
}
func (g *GameControls) onToggleRunButton() {
g.runButton.Toggle()
g.hero.ToggleRunWalk()
// TODO: change the running menu icon
g.hero.SetIsRunning(g.hero.IsRunToggled())
}
// Advance advances the state of the GameControls
func (g *GameControls) Advance(elapsed float64) error {
g.mapRenderer.Advance(elapsed)
return nil
}
func (g *GameControls) updateLayout() {
isRightPanelOpen := g.isLeftPanelOpen()
isLeftPanelOpen := g.isRightPanelOpen()
switch {
case isRightPanelOpen == isLeftPanelOpen:
g.mapRenderer.ViewportDefault()
case isRightPanelOpen:
g.mapRenderer.ViewportToLeft()
default:
g.mapRenderer.ViewportToRight()
}
}
func (g *GameControls) isLeftPanelOpen() bool {
// TODO: add quest log panel
return g.heroStatsPanel.IsOpen()
}
func (g *GameControls) isRightPanelOpen() bool {
// TODO: add skills tree panel
return g.inventory.IsOpen()
}
func (g *GameControls) isInActiveMenusRect(px, py int) bool {
var bottomMenuRect = d2geom.Rectangle{Left: 0, Top: 550, Width: 800, Height: 50}
var leftMenuRect = d2geom.Rectangle{Left: 0, Top: 0, Width: 400, Height: 600}
var rightMenuRect = d2geom.Rectangle{Left: 400, Top: 0, Width: 400, Height: 600}
if bottomMenuRect.IsInRect(px, py) {
return true
}
if g.isLeftPanelOpen() && leftMenuRect.IsInRect(px, py) {
return true
}
if g.isRightPanelOpen() && rightMenuRect.IsInRect(px, py) {
return true
}
if g.miniPanel.IsOpen() && g.miniPanel.isInRect(px, py) {
return true
}
return false
}
// TODO: consider caching the panels to single image that is reused.
// Render draws the GameControls onto the target
func (g *GameControls) Render(target d2interface.Surface) error {
mx, my := g.lastMouseX, g.lastMouseY
for entityIdx := range g.mapEngine.Entities() {
entity := (g.mapEngine.Entities())[entityIdx]
if !entity.Selectable() {
continue
}
entPos := entity.GetPosition()
entOffset := entPos.RenderOffset()
entScreenXf, entScreenYf := g.mapRenderer.WorldToScreenF(entity.GetPositionF())
entScreenX := int(math.Floor(entScreenXf))
entScreenY := int(math.Floor(entScreenYf))
entityWidth, entityHeight := entity.GetSize()
halfWidth, halfHeight := entityWidth/2, entityHeight/2
l, r := entScreenX-halfWidth-hoverLabelOuterPad, entScreenX+halfWidth+hoverLabelOuterPad
t, b := entScreenY-halfHeight-hoverLabelOuterPad, entScreenY+halfHeight-hoverLabelOuterPad
xWithin := (l <= mx) && (r >= mx)
yWithin := (t <= my) && (b >= my)
within := xWithin && yWithin
if within {
xOff, yOff := int(entOffset.X()), int(entOffset.Y())
g.nameLabel.SetText(entity.Label())
xLabel, yLabel := entScreenX-xOff, entScreenY-yOff-entityHeight-hoverLabelOuterPad
g.nameLabel.SetPosition(xLabel, yLabel)
g.nameLabel.Render(target)
entity.Highlight()
break
}
}
if err := g.heroStatsPanel.Render(target); err != nil {
return err
}
if err := g.inventory.Render(target); err != nil {
return err
}
width, height := target.GetSize()
offset := 0
// Left globe holder
if err := g.mainPanel.SetCurrentFrame(0); err != nil {
return err
}
w, _ := g.mainPanel.GetCurrentFrameSize()
g.mainPanel.SetPosition(offset, height)
if err := g.mainPanel.Render(target); err != nil {
return err
}
// Health status bar
healthPercent := float64(g.hero.Stats.Health) / float64(g.hero.Stats.MaxHealth)
hpBarHeight := int(healthPercent * float64(globeHeight))
if err := g.hpManaStatusSprite.SetCurrentFrame(0); err != nil {
return err
}
g.hpManaStatusSprite.SetPosition(offset+30, height-13)
if err := g.hpManaStatusSprite.RenderSection(target, image.Rect(0, globeHeight-hpBarHeight, globeWidth, globeHeight)); err != nil {
return err
}
// Left globe
if err := g.globeSprite.SetCurrentFrame(0); err != nil {
return err
}
g.globeSprite.SetPosition(offset+28, height-5)
if err := g.globeSprite.Render(target); err != nil {
return err
}
offset += w
// Left skill
if err := g.skillIcon.SetCurrentFrame(2); err != nil {
return err
}
w, _ = g.skillIcon.GetCurrentFrameSize()
g.skillIcon.SetPosition(offset, height)
if err := g.skillIcon.Render(target); err != nil {
return err
}
offset += w
// Left skill selector
if err := g.mainPanel.SetCurrentFrame(1); err != nil {
return err
}
w, _ = g.mainPanel.GetCurrentFrameSize()
g.mainPanel.SetPosition(offset, height)
if err := g.mainPanel.Render(target); err != nil {
return err
}
offset += w
// Stamina
if err := g.mainPanel.SetCurrentFrame(2); err != nil {
return err
}
w, _ = g.mainPanel.GetCurrentFrameSize()
g.mainPanel.SetPosition(offset, height)
if err := g.mainPanel.Render(target); err != nil {
return err
}
offset += w
// Stamina status bar
target.PushTranslation(273, 572)
target.PushEffect(d2enum.DrawEffectModulate)
staminaPercent := float64(g.hero.Stats.Stamina) / float64(g.hero.Stats.MaxStamina)
target.DrawRect(int(staminaPercent*staminaBarWidth), 19, color.RGBA{R: 175, G: 136, B: 72, A: 200})
target.PopN(2)
// Experience status bar
target.PushTranslation(256, 561)
expPercent := float64(g.hero.Stats.Experience) / float64(g.hero.Stats.NextLevelExp)
target.DrawRect(int(expPercent*expBarWidth), 2, color.RGBA{R: 255, G: 255, B: 255, A: 255})
target.Pop()
// Center menu button
menuButtonFrameIndex := 0
if g.miniPanel.isOpen {
menuButtonFrameIndex = 2
}
if err := g.menuButton.SetCurrentFrame(menuButtonFrameIndex); err != nil {
return err
}
g.mainPanel.GetCurrentFrameSize()
g.menuButton.SetPosition((width/2)-8, height-16)
if err := g.menuButton.Render(target); err != nil {
return err
}
if err := g.miniPanel.Render(target); err != nil {
return err
}
// Potions
if err := g.mainPanel.SetCurrentFrame(3); err != nil {
return err
}
w, _ = g.mainPanel.GetCurrentFrameSize()
g.mainPanel.SetPosition(offset, height)
if err := g.mainPanel.Render(target); err != nil {
return err
}
offset += w
// Right skill selector
if err := g.mainPanel.SetCurrentFrame(4); err != nil {
return err
}
w, _ = g.mainPanel.GetCurrentFrameSize()
g.mainPanel.SetPosition(offset, height)
if err := g.mainPanel.Render(target); err != nil {
return err
}
offset += w
// Right skill
if err := g.skillIcon.SetCurrentFrame(2); err != nil {
return err
}
w, _ = g.skillIcon.GetCurrentFrameSize()
g.skillIcon.SetPosition(offset, height)
if err := g.skillIcon.Render(target); err != nil {
return err
}
offset += w
// Right globe holder
if err := g.mainPanel.SetCurrentFrame(5); err != nil {
return err
}
g.mainPanel.GetCurrentFrameSize()
g.mainPanel.SetPosition(offset, height)
if err := g.mainPanel.Render(target); err != nil {
return err
}
// Mana status bar
manaPercent := float64(g.hero.Stats.Mana) / float64(g.hero.Stats.MaxMana)
manaBarHeight := int(manaPercent * float64(globeHeight))
if err := g.hpManaStatusSprite.SetCurrentFrame(1); err != nil {
return err
}
g.hpManaStatusSprite.SetPosition(offset+7, height-12)
if err := g.hpManaStatusSprite.RenderSection(target, image.Rect(0, globeHeight-manaBarHeight, globeWidth, globeHeight)); err != nil {
return err
}
// Right globe
if err := g.globeSprite.SetCurrentFrame(1); err != nil {
return err
}
g.globeSprite.SetPosition(offset+8, height-8)
if err := g.globeSprite.Render(target); err != nil {
return err
}
if err := g.globeSprite.Render(target); err != nil {
return err
}
if g.isZoneTextShown {
g.zoneChangeText.SetPosition(width/2, height/4)
g.zoneChangeText.Render(target)
}
hpWithin := (mx <= 95) && (mx >= 30) && (my <= 575) && (my >= 525)
manaWithin := (mx <= 765) && (mx >= 700) && (my <= 575) && (my >= 525)
// Display current hp and mana stats hpGlobe or manaGlobe region is clicked
if hpWithin || g.hpStatsIsVisible {
g.hpManaStatsLabel.SetText(d2ui.ColorTokenize(
fmt.Sprintf("LIFE: %v / %v", float64(g.hero.Stats.Health), float64(g.hero.Stats.MaxHealth)),
d2ui.ColorTokenWhite),
)
g.hpManaStatsLabel.SetPosition(15, 485)
g.hpManaStatsLabel.Render(target)
}
if manaWithin || g.manaStatsIsVisible {
g.hpManaStatsLabel.SetText(fmt.Sprintf("MANA: %v / %v", float64(g.hero.Stats.Mana), float64(g.hero.Stats.MaxMana)))
widthManaLabel, _ := g.hpManaStatsLabel.GetSize()
xManaLabel := 785 - widthManaLabel
g.hpManaStatsLabel.SetPosition(xManaLabel, 485)
g.hpManaStatsLabel.Render(target)
}
if err := g.helpOverlay.Render(target); err != nil {
return err
}
return nil
}
// SetZoneChangeText sets the zoneChangeText
func (g *GameControls) SetZoneChangeText(text string) {
g.zoneChangeText.SetText(text)
}
// ShowZoneChangeText shows the zoneChangeText
func (g *GameControls) ShowZoneChangeText() {
g.isZoneTextShown = true
}
// HideZoneChangeTextAfter hides the zoneChangeText after the given amount of seconds
func (g *GameControls) HideZoneChangeTextAfter(delay float64) {
time.AfterFunc(time.Duration(delay)*time.Second, func() {
g.isZoneTextShown = false
})
}
// HpStatsIsVisible returns true if the hp and mana stats are visible to the player
func (g *GameControls) HpStatsIsVisible() bool {
return g.hpStatsIsVisible
}
// ManaStatsIsVisible returns true if the hp and mana stats are visible to the player
func (g *GameControls) ManaStatsIsVisible() bool {
return g.manaStatsIsVisible
}
// ToggleHpStats toggles the visibility of the hp and mana stats placed above their respective globe
func (g *GameControls) ToggleHpStats() {
g.hpStatsIsVisible = !g.hpStatsIsVisible
}
// ToggleManaStats toggles the visibility of the hp and mana stats placed above their respective globe
func (g *GameControls) ToggleManaStats() {
g.manaStatsIsVisible = !g.manaStatsIsVisible
}
// Handles what to do when an actionable is hovered
func (g *GameControls) onHoverActionable(item ActionableType) {
switch item {
case leftSkill:
return
case leftSelect:
return
case xp:
return
case walkRun:
return
case stamina:
return
case miniPnl:
return
case rightSelect:
return
case rightSkill:
return
case hpGlobe:
return
case manaGlobe:
return
default:
log.Printf("Unrecognized ActionableType(%d) being hovered\n", item)
}
}
// Handles what to do when an actionable is clicked
func (g *GameControls) onClickActionable(item ActionableType) {
switch item {
case leftSkill:
log.Println("Left Skill Action Pressed")
case leftSelect:
log.Println("Left Skill Selector Action Pressed")
case xp:
log.Println("XP Action Pressed")
case walkRun:
log.Println("Walk/Run Action Pressed")
case stamina:
log.Println("Stamina Action Pressed")
case miniPnl:
log.Println("Mini Panel Action Pressed")
g.miniPanel.Toggle()
case rightSelect:
log.Println("Right Skill Selector Action Pressed")
case rightSkill:
log.Println("Right Skill Action Pressed")
case hpGlobe:
g.ToggleHpStats()
log.Println("HP Globe Pressed")
case manaGlobe:
g.ToggleManaStats()
log.Println("Mana Globe Pressed")
case miniPanelCharacter:
log.Println("Character button on mini panel is pressed")
g.heroStatsPanel.Toggle()
g.updateLayout()
case miniPanelInventory:
log.Println("Inventory button on mini panel is pressed")
g.inventory.Toggle()
g.updateLayout()
default:
log.Printf("Unrecognized ActionableType(%d) being clicked\n", item)
}
}