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* Add basic EquipmentSlot struct * Add Load function to EquipmentSlot * Move EquipmentSlot struct to inventory_grid.go * Add equipmentSlots arg to ItemGrid struct * Add basic rendering of equipment slots. * Change rendering of equipment slots to simply use their static x and y * Add ChangeEquippedSlot function * Add initialization to all equipped slots types. * Fix Y locations of equipment slots * Move default equipment slots to a genEquipmentSlotsMap function. * Change Item to item * Fix coordinates * Change usage of string to EquippedSlotType when dealing with different slots in rendering. * Fix import error * Remove neck example * Add loading sprites of equipped items. * Clean code in Inventory rendering * Clean code in Inventory rendering * Clean code in Inventory rendering * Change default items that get rendered. * Change default items that get rendered. * Add width and height to EquipementSlot struct * Fill in width and height to current equipment slots. * Fix Y setting of equipment slots * Rename variables for clean code. * Change handling nil itemSprite to condition instead of loop return. * Split Render function to 2 functions. * Add TODO * Change comment to start with capital I
147 lines
3.5 KiB
Go
147 lines
3.5 KiB
Go
package d2player
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import (
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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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/d2inventory"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
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)
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type Inventory struct {
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frame *d2ui.Sprite
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panel *d2ui.Sprite
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grid *ItemGrid
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originX int
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originY int
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isOpen bool
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}
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func NewInventory() *Inventory {
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originX := 400
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originY := 0
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return &Inventory{
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grid: NewItemGrid(10, 4, originX+19, originY+320),
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originX: originX,
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originY: originY,
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}
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}
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func (g *Inventory) IsOpen() bool {
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return g.isOpen
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}
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func (g *Inventory) Toggle() {
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g.isOpen = !g.isOpen
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}
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func (g *Inventory) Open() {
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g.isOpen = true
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}
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func (g *Inventory) Close() {
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g.isOpen = false
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}
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func (g *Inventory) Load() {
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animation, _ := d2asset.LoadAnimation(d2resource.Frame, d2resource.PaletteSky)
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g.frame, _ = d2ui.LoadSprite(animation)
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animation, _ = d2asset.LoadAnimation(d2resource.InventoryCharacterPanel, d2resource.PaletteSky)
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g.panel, _ = d2ui.LoadSprite(animation)
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items := []InventoryItem{
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d2inventory.GetWeaponItemByCode("wnd"),
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d2inventory.GetWeaponItemByCode("sst"),
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d2inventory.GetWeaponItemByCode("jav"),
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d2inventory.GetArmorItemByCode("buc"),
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d2inventory.GetWeaponItemByCode("clb"),
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// TODO: Load the player's actual items
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}
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g.grid.ChangeEquippedSlot(d2enum.LeftArm, d2inventory.GetWeaponItemByCode("wnd"))
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g.grid.ChangeEquippedSlot(d2enum.RightArm, d2inventory.GetArmorItemByCode("buc"))
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g.grid.ChangeEquippedSlot(d2enum.Head, d2inventory.GetArmorItemByCode("crn"))
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g.grid.ChangeEquippedSlot(d2enum.Torso, d2inventory.GetArmorItemByCode("plt"))
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g.grid.ChangeEquippedSlot(d2enum.Legs, d2inventory.GetArmorItemByCode("vbt"))
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g.grid.ChangeEquippedSlot(d2enum.Belt, d2inventory.GetArmorItemByCode("vbl"))
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g.grid.ChangeEquippedSlot(d2enum.Gloves, d2inventory.GetArmorItemByCode("lgl"))
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// TODO: Load the player's actual items
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g.grid.Add(items...)
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}
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func (g *Inventory) Render(target d2render.Surface) {
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if !g.isOpen {
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return
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}
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x, y := g.originX, g.originY
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// Frame
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// Top left
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g.frame.SetCurrentFrame(5)
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w, h := g.frame.GetCurrentFrameSize()
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g.frame.SetPosition(x, y+h)
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g.frame.Render(target)
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x += w
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// Top right
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g.frame.SetCurrentFrame(6)
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w, h = g.frame.GetCurrentFrameSize()
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g.frame.SetPosition(x, y+h)
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g.frame.Render(target)
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x += w
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y += h
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// Right
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g.frame.SetCurrentFrame(7)
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w, h = g.frame.GetCurrentFrameSize()
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g.frame.SetPosition(x-w, y+h)
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g.frame.Render(target)
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y += h
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// Bottom right
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g.frame.SetCurrentFrame(8)
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w, h = g.frame.GetCurrentFrameSize()
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g.frame.SetPosition(x-w, y+h)
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g.frame.Render(target)
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x -= w
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// Bottom left
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g.frame.SetCurrentFrame(9)
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w, h = g.frame.GetCurrentFrameSize()
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g.frame.SetPosition(x-w, y+h)
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g.frame.Render(target)
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x, y = g.originX, g.originY
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y += 64
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// Panel
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// Top left
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g.panel.SetCurrentFrame(4)
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w, h = g.panel.GetCurrentFrameSize()
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g.panel.SetPosition(x, y+h)
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g.panel.Render(target)
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x += w
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// Top right
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g.panel.SetCurrentFrame(5)
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w, h = g.panel.GetCurrentFrameSize()
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g.panel.SetPosition(x, y+h)
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g.panel.Render(target)
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y += h
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// Bottom right
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g.panel.SetCurrentFrame(7)
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w, h = g.panel.GetCurrentFrameSize()
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g.panel.SetPosition(x, y+h)
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g.panel.Render(target)
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// Bottom left
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g.panel.SetCurrentFrame(6)
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w, h = g.panel.GetCurrentFrameSize()
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g.panel.SetPosition(x-w, y+h)
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g.panel.Render(target)
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g.grid.Render(target)
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}
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