1
1
mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-30 02:55:23 +00:00
OpenDiablo2/OpenDiablo2.Scenes/SelectHeroClass.cs
2018-11-23 12:18:59 -05:00

234 lines
9.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenDiablo2.Common;
using OpenDiablo2.Common.Attributes;
using OpenDiablo2.Common.Enums;
using OpenDiablo2.Common.Interfaces;
using OpenDiablo2.Core.UI;
namespace OpenDiablo2.Scenes
{
enum eHero
{
Amazon,
Assassin,
Necromancer,
Barbarian,
Paladin,
Sorceress,
Druid
}
enum eHeroStance
{
Idle,
IdleSelected,
Approaching,
Selected,
Retreating
}
class HeroRenderInfo
{
public ISprite IdleSprite, IdleSelectedSprite, ApproacingSprite, SelectedSprite, RetreatingSprite;
public eHeroStance Stance;
public Rectangle SelectionBounds = new Rectangle();
}
[Scene("Select Hero Class")]
public sealed class SelectHeroClass : IScene
{
static readonly log4net.ILog log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private readonly IRenderWindow renderWindow;
private readonly IPaletteProvider paletteProvider;
private readonly IMPQProvider mpqProvider;
private readonly IMouseInfoProvider mouseInfoProvider;
private readonly IMusicProvider musicProvider;
private readonly ISceneManager sceneManager;
private float secondTimer;
private ISprite backgroundSprite, campfireSprite;
private IFont headingFont;
private ILabel headingLabel;
private Button exitButton;
private Dictionary<eHero, HeroRenderInfo> heroRenderInfo = new Dictionary<eHero, HeroRenderInfo>();
public SelectHeroClass(
IRenderWindow renderWindow,
IPaletteProvider paletteProvider,
IMPQProvider mpqProvider,
IMouseInfoProvider mouseInfoProvider,
IMusicProvider musicProvider,
ISceneManager sceneManager,
Func<eButtonType, Button> createButton
)
{
this.renderWindow = renderWindow;
this.paletteProvider = paletteProvider;
this.mpqProvider = mpqProvider;
this.mouseInfoProvider = mouseInfoProvider;
this.sceneManager = sceneManager;
backgroundSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectBackground, Palettes.Fechar);
campfireSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectCampfire, Palettes.Fechar, new System.Drawing.Point(380, 335));
heroRenderInfo[eHero.Barbarian] = new HeroRenderInfo
{
Stance = eHeroStance.Idle,
IdleSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectBarbarianUnselected, Palettes.Fechar, new System.Drawing.Point(400, 330)),
IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectBarbarianUnselectedH, Palettes.Fechar, new System.Drawing.Point(400, 330)),
SelectionBounds = new Rectangle(364, 201, 90, 170)
};
heroRenderInfo[eHero.Sorceress] = new HeroRenderInfo
{
Stance = eHeroStance.Idle,
IdleSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecSorceressUnselected, Palettes.Fechar, new System.Drawing.Point(626, 352)),
IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelecSorceressUnselectedH, Palettes.Fechar, new System.Drawing.Point(626, 352)),
SelectionBounds = new Rectangle(580, 240, 65, 160)
};
heroRenderInfo[eHero.Necromancer] = new HeroRenderInfo
{
Stance = eHeroStance.Idle,
IdleSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectNecromancerUnselected, Palettes.Fechar, new System.Drawing.Point(300, 335)),
IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectNecromancerUnselectedH, Palettes.Fechar, new System.Drawing.Point(300, 335)),
SelectionBounds = new Rectangle(265, 220, 55, 175)
};
heroRenderInfo[eHero.Paladin] = new HeroRenderInfo
{
Stance = eHeroStance.Idle,
IdleSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectPaladinUnselected, Palettes.Fechar, new System.Drawing.Point(521, 338)),
IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectPaladinUnselectedH, Palettes.Fechar, new System.Drawing.Point(521, 338)),
SelectionBounds = new Rectangle(490, 210, 65, 180)
};
heroRenderInfo[eHero.Amazon] = new HeroRenderInfo
{
Stance = eHeroStance.Idle,
IdleSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAmazonUnselected, Palettes.Fechar, new System.Drawing.Point(100, 339)),
IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAmazonUnselectedH, Palettes.Fechar, new System.Drawing.Point(100, 339)),
SelectionBounds = new Rectangle(70, 220, 55, 200)
};
heroRenderInfo[eHero.Assassin] = new HeroRenderInfo
{
Stance = eHeroStance.Idle,
IdleSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAssassinUnselected, Palettes.Fechar, new System.Drawing.Point(231, 365)),
IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAssassinUnselectedH, Palettes.Fechar, new System.Drawing.Point(231, 365)),
SelectionBounds = new Rectangle(175, 235, 50, 180)
};
heroRenderInfo[eHero.Druid] = new HeroRenderInfo
{
Stance = eHeroStance.Idle,
IdleSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectDruidUnselected, Palettes.Fechar, new System.Drawing.Point(720, 370)),
IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectDruidUnselectedH, Palettes.Fechar, new System.Drawing.Point(720, 370)),
SelectionBounds = new Rectangle(680, 220, 70, 195)
};
headingFont = renderWindow.LoadFont(ResourcePaths.Font30, Palettes.Units);
headingLabel = renderWindow.CreateLabel(headingFont);
headingLabel.Text = "Select Hero Class";
headingLabel.Location = new System.Drawing.Point(400 - (headingLabel.TextArea.Width / 2), 17);
exitButton = createButton(eButtonType.Medium);
exitButton.Text = "EXIT";
exitButton.Location = new System.Drawing.Point(30, 540);
exitButton.OnActivate = OnExitClicked;
}
private void OnExitClicked()
{
sceneManager.ChangeScene("Main Menu");
}
public void Render()
{
renderWindow.Draw(backgroundSprite, 4, 3, 0);
RenderHeros();
renderWindow.Draw(campfireSprite, (int)(campfireSprite.TotalFrames * secondTimer));
renderWindow.Draw(headingLabel);
exitButton.Render();
}
private void RenderHeros()
{
foreach (var hero in Enum.GetValues(typeof(eHero)).Cast<eHero>())
RenderHero(hero);
}
private void RenderHero(eHero hero)
{
var renderInfo = heroRenderInfo[hero];
switch (renderInfo.Stance)
{
case eHeroStance.Idle:
renderWindow.Draw(renderInfo.IdleSprite, (int)(renderInfo.IdleSprite.TotalFrames * secondTimer));
break;
case eHeroStance.IdleSelected:
renderWindow.Draw(renderInfo.IdleSelectedSprite, (int)(renderInfo.IdleSelectedSprite.TotalFrames * secondTimer));
break;
case eHeroStance.Approaching:
break;
case eHeroStance.Selected:
break;
case eHeroStance.Retreating:
break;
default:
break;
}
}
public void Update(long ms)
{
float seconds = ((float)ms / 1500f);
secondTimer += seconds;
while (secondTimer >= 1f)
secondTimer -= 1f;
// Don't update hero selection if one of them is walking to or from the campfire
if (heroRenderInfo.All(x => x.Value.Stance == eHeroStance.Idle || x.Value.Stance == eHeroStance.IdleSelected || x.Value.Stance == eHeroStance.Selected))
foreach (var hero in Enum.GetValues(typeof(eHero)).Cast<eHero>())
UpdateHeroSelectionHover(hero);
exitButton.Update();
}
private void UpdateHeroSelectionHover(eHero hero)
{
// No need to highlight a hero if they are next to the campfire
if (heroRenderInfo[hero].Stance == eHeroStance.Selected)
return;
var mouseX = mouseInfoProvider.MouseX;
var mouseY = mouseInfoProvider.MouseY;
var b = heroRenderInfo[hero].SelectionBounds;
var mouseHover = (mouseX >= b.Left) && (mouseX <= b.Left + b.Width) && (mouseY >= b.Top) && (mouseY <= b.Top + b.Height);
heroRenderInfo[hero].Stance = mouseHover ? eHeroStance.IdleSelected : eHeroStance.Idle;
}
public void Dispose()
{
backgroundSprite.Dispose();
campfireSprite.Dispose();
headingFont.Dispose();
headingLabel.Dispose();
}
}
}