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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-13 03:00:42 +00:00
OpenDiablo2/d2core/d2map/d2mapentity/animated_entity.go
danhale-git 921d44a70c
mapEntity.Step() benchmark and improvements. (#593)
* Initial test and benchmark for mapEntity.Step().

* Removed `&& !m.hasPath()` from mapEntity.atTarget

* Direction is now updated when the path node changes mid-step and target is updated when path is set.

* Test improvements.

* Deleted old benchmark function and tidying.

* d2math.Abs added.

* Abs benchmark and optimisation.

* Negate and Distance benchmark.

* Length and SetLength benchmark.

* Lerp and Dot benchmark.

* Cross and Normalize benchmark.

* Angle and SignedAngle benchmark.

* Trivial change to Vector.Abs()
2020-07-16 12:06:08 -04:00

57 lines
1.4 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: newMapEntity(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) {
renderOffset := ae.Position.RenderOffset()
target.PushTranslation(
int((renderOffset.X()-renderOffset.Y())*16),
int(((renderOffset.X()+renderOffset.Y())*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)
}