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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-10 09:50:42 +00:00
OpenDiablo2/d2game/d2gamescene/game.go
Alex Yatskov 8a547ebf0e
Moving files around to make more sense (#279)
* Prevent input fighting between terminal and other input listeners.

* Moving files around, removing exports

* Add missing line
2020-02-01 18:55:56 -05:00

98 lines
2.6 KiB
Go

package d2gamescene
import (
"image/color"
"github.com/OpenDiablo2/OpenDiablo2/d2common"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2gamestate"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2input"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
"github.com/OpenDiablo2/OpenDiablo2/d2game/d2player"
)
type Game struct {
gameState *d2gamestate.GameState
pentSpinLeft *d2ui.Sprite
pentSpinRight *d2ui.Sprite
testLabel d2ui.Label
mapEngine *d2map.MapEngine
hero *d2map.Hero
gameControls *d2player.GameControls
}
func CreateGame(
gameState *d2gamestate.GameState,
) *Game {
result := &Game{
gameState: gameState,
}
return result
}
func (v *Game) Load() []func() {
return []func(){
func() {
animation, _ := d2asset.LoadAnimation(d2resource.PentSpin, d2resource.PaletteSky)
v.pentSpinLeft, _ = d2ui.LoadSprite(animation)
v.pentSpinLeft.PlayBackward()
v.pentSpinLeft.SetPlayLengthMs(475)
v.pentSpinLeft.SetPosition(100, 300)
},
func() {
animation, _ := d2asset.LoadAnimation(d2resource.PentSpin, d2resource.PaletteSky)
v.pentSpinRight, _ = d2ui.LoadSprite(animation)
v.pentSpinRight.PlayForward()
v.pentSpinRight.SetPlayLengthMs(475)
v.pentSpinRight.SetPosition(650, 300)
},
func() {
v.testLabel = d2ui.CreateLabel(d2resource.Font42, d2resource.PaletteUnits)
v.testLabel.Alignment = d2ui.LabelAlignCenter
v.testLabel.SetText("Soon :tm:")
v.testLabel.SetPosition(400, 250)
},
func() {
v.mapEngine = d2map.CreateMapEngine(v.gameState)
v.mapEngine.GenerateMap(d2enum.RegionAct1Town, 1, 0)
startX, startY := v.mapEngine.GetStartPosition()
v.hero = d2map.CreateHero(
int32(startX*5)+3,
int32(startY*5)+3,
0,
v.gameState.HeroType,
v.gameState.Equipment,
)
v.mapEngine.AddEntity(v.hero)
},
func() {
v.gameControls = d2player.NewGameControls(v.hero, v.mapEngine)
v.gameControls.Load()
d2input.BindHandler(v.gameControls)
},
}
}
func (v *Game) Unload() {
d2input.UnbindHandler(v.gameControls)
}
func (v Game) Render(screen d2common.Surface) {
screen.Clear(color.Black)
v.mapEngine.Render(screen)
v.gameControls.Render(screen)
}
func (v *Game) Advance(tickTime float64) {
v.mapEngine.Advance(tickTime)
rx, ry := v.mapEngine.WorldToOrtho(v.hero.AnimatedEntity.LocationX/5, v.hero.AnimatedEntity.LocationY/5)
v.mapEngine.MoveCameraTo(rx, ry)
}