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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-27 01:25:35 +00:00
OpenDiablo2/d2game/d2gamescreen/select_hero_class.go
gravestench fc87b2be7a
Removing d2datadict singletons (#738)
* Remove weapons, armor, misc, itemCommon, itemTyps datadict singletons

- removed loader calls from d2app
- removed the HeroObjects singleton from `d2core/d2inventory`
- added an InventoryItemFactory in d2inventory
- package-level functions that use data records are now methods of the InventoryItemFactory
- renamed ItemGenerator in d2item to ItemFactory
- package-level functions that use records are now methods of ItemFactory
- d2map.MapEntityFactory now has an item factory instance for creating items
- fixed a bug in unique item record loader where it loaded an empty record
- added a PlayerStateFactory for creating a player state (uses the asset manager)
- updated the test inventory/equipment code in d2player to handle errors from the ItemFactory
- character select and character creation screens have a player state and inventory item factory
- updated item tests to use the item factory

* minor edit

* Removed d2datadict.Experience singleton

added a HeroStatsFactory, much like the other factories. The factory  gets an
asset manager reference in order to use data records.

* removed d2datadict.AutoMagic singleton

* removed d2datadict.AutoMap singleton

* removed d2datadict.BodyLocations singleton

* removed d2datadict.Books singleton

* Removed singletons for level records

- removed loader calls in d2app
- changed type references from d2datadict to d2records
- added a `MapGenerator` in d2mapgen which uses thew asset manager and map engine
- package-level map generation functions are now MapGenerator methods
- `d2datadict.GetLevelDetails(id int)` is now a method of the RecordManager

* remove SkillCalc and MissileCalc singletons

* Removed CharStats and ItemStatCost singletons

- added an ItemStatFactory which uses the asset manager to create stats
- package-level functions for stats in d2item are now StatFactory methods
- changed type references from d2datadict to d2records
- `d2player.GetAllPlayerStates` is now a method of the `PlayerStateFactory`

* Removed DkillDesc and Skills singletons from d2datadict

- removed loader calls from d2app
- diablo2stats.Stat instances are given a reference to the factory for doing record lookups

* update the stats test to use mock a asset manager and stat factory

* fixed diablo2stats tests and diablo2item tests

* removed CompCodes singleton from d2datadict

* remove cubemain singleton from d2datadict

* removed DifficultyLevels singleton from d2datadict

* removed ElemTypes singleton from d2datadict

* removed events.go loader from d2datadict (was unused)

* removed Gems singleton from d2datadict

* removed Hireling and Inventory singletons from d2datadict

* removed MagicPrefix and MagicSuffix singletons from d2datadict

* removed ItemRatios singleton from d2datadict

* removed Missiles singleton from d2datadict

* removed MonModes singleton

* Removed all monster and npc singletons from d2datadict

- MapStamp instances now get a reference to their factory for doing record lookups

* removed SoundEntry and SoundEnviron singletons from d2datadict
2020-09-20 17:52:01 -04:00

790 lines
26 KiB
Go

package d2gamescreen
import (
"fmt"
"image"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2inventory"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2tbl"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2gui"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2screen"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client/d2clientconnectiontype"
)
type heroRenderConfig struct {
idleAnimationPath string
idleSelectedAnimationPath string
forwardWalkAnimationPath string
forwardWalkOverlayAnimationPath string
forwardWalkOverlayBlend bool
selectedAnimationPath string
selectedOverlayAnimationPath string
backWalkAnimationPath string
backWalkOverlayAnimationPath string
selectionBounds image.Rectangle
selectSfx string
deselectSfx string
position image.Point
idlePlayLengthMs int
forwardWalkPlayLengthMs int
backWalkPlayLengthMs int
}
func point(x, y int) image.Point {
return image.Point{X: x, Y: y}
}
func rect(x1, y1, x2, y2 int) image.Rectangle {
return image.Rectangle{Min: point(x1, y1), Max: point(x2, y2)}
}
// animation position, selection box bound, animation play lengths in ms
const (
barbPosX, barbPosY = 400, 330
barbRectMinX, barbRectMinY, barbRectMaxX, barbRectMaxY = 364, 201, 90, 170
barbIdleLength, barbForwardLength, barbBackLength = 0, 2500, 1000
sorcPosX, sorcPosY = 626, 352
sorcRectMinX, sorcRectMinY, sorcRectMaxX, sorcRectMaxY = 580, 240, 65, 160
sorcIdleLength, sorcForwardLength, sorcBackLength = 2500, 2300, 1200
necPosX, necPosY = 300, 335
necRectMinX, necRectMinY, necRectMaxX, necRectMaxY = 265, 220, 55, 175
necIdleLength, necForwardLength, necBackLength = 1200, 2000, 1500
palPosX, palPosY = 521, 338
palRectMinX, palRectMinY, palRectMaxX, palRectMaxY = 490, 210, 65, 180
palIdleLength, palForwardLength, palBackLength = 2500, 3400, 1300
amaPosX, amaPosY = 100, 339
amaRectMinX, amaRectMinY, amaRectMaxX, amaRectMaxY = 70, 220, 55, 200
amaIdleLength, amaForwardLength, amaBackLength = 2500, 2200, 1500
assPosX, assPosY = 231, 365
assRectMinX, assRectMinY, assRectMaxX, assRectMaxY = 175, 235, 50, 180
assIdleLength, assForwardLength, assBackLength = 2500, 3800, 1500
druPosX, druPosY = 720, 370
druRectMinX, druRectMinY, druRectMaxX, druRectMaxY = 680, 220, 70, 195
druIdleLength, druForwardLength, druBackLength = 1500, 4800, 1500
campfirePosX, campfirePosY = 380, 335
)
// label and button positions
const (
headingX, headingY = 400, 17
heroClassLabelX, heroClassLabelY = 400, 65
heroDescLine1X, heroDescLine1Y = 400, 100
heroDescLine2X, heroDescLine2Y = 400, 115
heroDescLine3X, heroDescLine3Y = 400, 130
heroNameLabelX, heroNameLabelY = 321, 475
expansionLabelX, expansionLabelY = 339, 526
hardcoreLabelX, hardcoreLabelY = 339, 548
selHeroExitBtnX, selHeroExitBtnY = 33, 537
selHeroOkBtnX, selHeroOkBtnY = 630, 537
heroNameTextBoxX, heoNameTextBoxY = 318, 493
expandsionCheckboxX, expansionCheckboxY = 318, 526
hardcoreCheckoxX, hardcoreCheckboxY = 318, 548
)
const heroDescCharWidth = 37
//nolint:funlen // this func returns a map of structs and the structs are big, deal with it
func getHeroRenderConfiguration() map[d2enum.Hero]*heroRenderConfig {
configs := make(map[d2enum.Hero]*heroRenderConfig)
configs[d2enum.HeroBarbarian] = &heroRenderConfig{
d2resource.CharacterSelectBarbarianUnselected,
d2resource.CharacterSelectBarbarianUnselectedH,
d2resource.CharacterSelectBarbarianForwardWalk,
d2resource.CharacterSelectBarbarianForwardWalkOverlay,
false,
d2resource.CharacterSelectBarbarianSelected,
"",
d2resource.CharacterSelectBarbarianBackWalk,
"",
rect(barbRectMinX, barbRectMinY, barbRectMaxX, barbRectMaxY),
d2resource.SFXBarbarianSelect,
d2resource.SFXBarbarianDeselect,
point(barbPosX, barbPosY),
barbIdleLength,
barbForwardLength,
barbBackLength,
}
configs[d2enum.HeroSorceress] = &heroRenderConfig{
d2resource.CharacterSelectSorceressUnselected,
d2resource.CharacterSelectSorceressUnselectedH,
d2resource.CharacterSelectSorceressForwardWalk,
d2resource.CharacterSelectSorceressForwardWalkOverlay,
true,
d2resource.CharacterSelectSorceressSelected,
d2resource.CharacterSelectSorceressSelectedOverlay,
d2resource.CharacterSelectSorceressBackWalk,
d2resource.CharacterSelectSorceressBackWalkOverlay,
rect(sorcRectMinX, sorcRectMinY, sorcRectMaxX, sorcRectMaxY),
d2resource.SFXSorceressSelect,
d2resource.SFXSorceressDeselect,
point(sorcPosX, sorcPosY),
sorcIdleLength,
sorcForwardLength,
sorcBackLength,
}
configs[d2enum.HeroNecromancer] = &heroRenderConfig{
d2resource.CharacterSelectNecromancerUnselected,
d2resource.CharacterSelectNecromancerUnselectedH,
d2resource.CharacterSelectNecromancerForwardWalk,
d2resource.CharacterSelectNecromancerForwardWalkOverlay,
true,
d2resource.CharacterSelectNecromancerSelected,
d2resource.CharacterSelectNecromancerSelectedOverlay,
d2resource.CharacterSelectNecromancerBackWalk,
d2resource.CharacterSelectNecromancerBackWalkOverlay,
rect(necRectMinX, necRectMinY, necRectMaxX, necRectMaxY),
d2resource.SFXNecromancerSelect,
d2resource.SFXNecromancerDeselect,
point(necPosX, necPosY),
necIdleLength,
necForwardLength,
necBackLength,
}
configs[d2enum.HeroPaladin] = &heroRenderConfig{
d2resource.CharacterSelectPaladinUnselected,
d2resource.CharacterSelectPaladinUnselectedH,
d2resource.CharacterSelectPaladinForwardWalk,
d2resource.CharacterSelectPaladinForwardWalkOverlay,
false,
d2resource.CharacterSelectPaladinSelected,
"",
d2resource.CharacterSelectPaladinBackWalk,
"",
rect(palRectMinX, palRectMinY, palRectMaxX, palRectMaxY),
d2resource.SFXPaladinSelect,
d2resource.SFXPaladinDeselect,
point(palPosX, palPosY),
palIdleLength,
palForwardLength,
palBackLength,
}
configs[d2enum.HeroAmazon] = &heroRenderConfig{
d2resource.CharacterSelectAmazonUnselected,
d2resource.CharacterSelectAmazonUnselectedH,
d2resource.CharacterSelectAmazonForwardWalk,
"",
false,
d2resource.CharacterSelectAmazonSelected,
"",
d2resource.CharacterSelectAmazonBackWalk,
"",
rect(amaRectMinX, amaRectMinY, amaRectMaxX, amaRectMaxY),
d2resource.SFXAmazonSelect,
d2resource.SFXAmazonDeselect,
point(amaPosX, amaPosY),
amaIdleLength,
amaForwardLength,
amaBackLength,
}
configs[d2enum.HeroAssassin] = &heroRenderConfig{
d2resource.CharacterSelectAssassinUnselected,
d2resource.CharacterSelectAssassinUnselectedH,
d2resource.CharacterSelectAssassinForwardWalk,
"",
false,
d2resource.CharacterSelectAssassinSelected,
"",
d2resource.CharacterSelectAssassinBackWalk,
"",
rect(assRectMinX, assRectMinY, assRectMaxX, assRectMaxY),
d2resource.SFXAssassinSelect,
d2resource.SFXAssassinDeselect,
point(assPosX, assPosY),
assIdleLength,
assForwardLength,
assBackLength,
}
configs[d2enum.HeroDruid] = &heroRenderConfig{
d2resource.CharacterSelectDruidUnselected,
d2resource.CharacterSelectDruidUnselectedH,
d2resource.CharacterSelectDruidForwardWalk,
"",
false,
d2resource.CharacterSelectDruidSelected,
"",
d2resource.CharacterSelectDruidBackWalk,
"",
rect(druRectMinX, druRectMinY, druRectMaxX, druRectMaxY),
d2resource.SFXDruidSelect,
d2resource.SFXDruidDeselect,
point(druPosX, druPosY),
druIdleLength,
druForwardLength,
druBackLength,
}
return configs
}
// HeroRenderInfo stores the rendering information of a hero for the Select Hero Class screen
type HeroRenderInfo struct {
Stance d2enum.HeroStance
IdleSprite *d2ui.Sprite
IdleSelectedSprite *d2ui.Sprite
ForwardWalkSprite *d2ui.Sprite
ForwardWalkSpriteOverlay *d2ui.Sprite
SelectedSprite *d2ui.Sprite
SelectedSpriteOverlay *d2ui.Sprite
BackWalkSprite *d2ui.Sprite
BackWalkSpriteOverlay *d2ui.Sprite
SelectionBounds image.Rectangle
SelectSfx d2interface.SoundEffect
DeselectSfx d2interface.SoundEffect
}
func (hri *HeroRenderInfo) advance(elapsed float64) {
advanceSprite(hri.IdleSprite, elapsed)
advanceSprite(hri.IdleSelectedSprite, elapsed)
advanceSprite(hri.ForwardWalkSprite, elapsed)
advanceSprite(hri.ForwardWalkSpriteOverlay, elapsed)
advanceSprite(hri.SelectedSprite, elapsed)
advanceSprite(hri.SelectedSpriteOverlay, elapsed)
advanceSprite(hri.BackWalkSprite, elapsed)
advanceSprite(hri.BackWalkSpriteOverlay, elapsed)
}
// SelectHeroClass represents the Select Hero Class screen
type SelectHeroClass struct {
asset *d2asset.AssetManager
uiManager *d2ui.UIManager
bgImage *d2ui.Sprite
campfire *d2ui.Sprite
headingLabel *d2ui.Label
heroClassLabel *d2ui.Label
heroDesc1Label *d2ui.Label
heroDesc2Label *d2ui.Label
heroDesc3Label *d2ui.Label
heroNameTextbox *d2ui.TextBox
heroNameLabel *d2ui.Label
heroRenderInfo map[d2enum.Hero]*HeroRenderInfo
*d2inventory.InventoryItemFactory
*d2hero.HeroStateFactory
selectedHero d2enum.Hero
exitButton *d2ui.Button
okButton *d2ui.Button
expansionCheckbox *d2ui.Checkbox
expansionCharLabel *d2ui.Label
hardcoreCheckbox *d2ui.Checkbox
hardcoreCharLabel *d2ui.Label
connectionType d2clientconnectiontype.ClientConnectionType
connectionHost string
audioProvider d2interface.AudioProvider
renderer d2interface.Renderer
navigator Navigator
}
// CreateSelectHeroClass creates an instance of a SelectHeroClass
func CreateSelectHeroClass(
navigator Navigator,
asset *d2asset.AssetManager,
renderer d2interface.Renderer,
audioProvider d2interface.AudioProvider,
ui *d2ui.UIManager,
connectionType d2clientconnectiontype.ClientConnectionType,
connectionHost string,
) (*SelectHeroClass, error) {
playerStateFactory, err := d2hero.NewHeroStateFactory(asset)
if err != nil {
return nil, err
}
inventoryItemFactory, err := d2inventory.NewInventoryItemFactory(asset)
if err != nil {
return nil, err
}
result := &SelectHeroClass{
asset: asset,
heroRenderInfo: make(map[d2enum.Hero]*HeroRenderInfo),
selectedHero: d2enum.HeroNone,
connectionType: connectionType,
connectionHost: connectionHost,
audioProvider: audioProvider,
renderer: renderer,
navigator: navigator,
uiManager: ui,
HeroStateFactory: playerStateFactory,
InventoryItemFactory: inventoryItemFactory,
}
return result, nil
}
// OnLoad loads the resources for the Select Hero Class screen
func (v *SelectHeroClass) OnLoad(loading d2screen.LoadingState) {
v.audioProvider.PlayBGM(d2resource.BGMTitle)
loading.Progress(tenPercent)
v.bgImage = v.loadSprite(
d2resource.CharacterSelectBackground,
point(0, 0),
0,
true,
false,
)
loading.Progress(thirtyPercent)
v.createLabels()
loading.Progress(fourtyPercent)
v.createButtons()
v.campfire = v.loadSprite(
d2resource.CharacterSelectCampfire,
point(campfirePosX, campfirePosY),
0,
true,
true,
)
v.createCheckboxes()
loading.Progress(fiftyPercent)
for hero, config := range getHeroRenderConfiguration() {
position := config.position
forwardWalkOverlaySprite := v.loadSprite(
config.forwardWalkOverlayAnimationPath,
position,
config.forwardWalkPlayLengthMs,
false,
config.forwardWalkOverlayBlend,
)
v.heroRenderInfo[hero] = &HeroRenderInfo{
Stance: d2enum.HeroStanceIdle,
IdleSprite: v.loadSprite(config.idleAnimationPath, position,
config.idlePlayLengthMs, true, false),
IdleSelectedSprite: v.loadSprite(config.idleSelectedAnimationPath,
position,
config.idlePlayLengthMs, true, false),
ForwardWalkSprite: v.loadSprite(config.forwardWalkAnimationPath, position,
config.forwardWalkPlayLengthMs, false, false),
ForwardWalkSpriteOverlay: forwardWalkOverlaySprite,
SelectedSprite: v.loadSprite(config.selectedAnimationPath, position,
config.idlePlayLengthMs, true, false),
SelectedSpriteOverlay: v.loadSprite(config.selectedOverlayAnimationPath, position,
config.idlePlayLengthMs, true, true),
BackWalkSprite: v.loadSprite(config.backWalkAnimationPath, position,
config.backWalkPlayLengthMs, false, false),
BackWalkSpriteOverlay: v.loadSprite(config.backWalkOverlayAnimationPath, position,
config.backWalkPlayLengthMs, false, true),
SelectionBounds: config.selectionBounds,
SelectSfx: v.loadSoundEffect(config.selectSfx),
DeselectSfx: v.loadSoundEffect(config.deselectSfx),
}
}
}
func (v *SelectHeroClass) createLabels() {
v.headingLabel = v.uiManager.NewLabel(d2resource.Font30, d2resource.PaletteUnits)
fontWidth, _ := v.headingLabel.GetSize()
half := 2
halfFontWidth := fontWidth / half
v.headingLabel.SetPosition(headingX-halfFontWidth, headingY)
v.headingLabel.SetText("Select Hero Class")
v.headingLabel.Alignment = d2gui.HorizontalAlignCenter
v.heroClassLabel = v.uiManager.NewLabel(d2resource.Font30, d2resource.PaletteUnits)
v.heroClassLabel.Alignment = d2gui.HorizontalAlignCenter
v.heroClassLabel.SetPosition(heroClassLabelX, heroClassLabelY)
v.heroDesc1Label = v.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteUnits)
v.heroDesc1Label.Alignment = d2gui.HorizontalAlignCenter
v.heroDesc1Label.SetPosition(heroDescLine1X, heroDescLine1Y)
v.heroDesc2Label = v.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteUnits)
v.heroDesc2Label.Alignment = d2gui.HorizontalAlignCenter
v.heroDesc2Label.SetPosition(heroDescLine2X, heroDescLine2Y)
v.heroDesc3Label = v.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteUnits)
v.heroDesc3Label.Alignment = d2gui.HorizontalAlignCenter
v.heroDesc3Label.SetPosition(heroDescLine3X, heroDescLine3Y)
v.heroNameLabel = v.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteUnits)
v.heroNameLabel.Alignment = d2gui.HorizontalAlignLeft
v.heroNameLabel.SetText(d2ui.ColorTokenize("Character Name", d2ui.ColorTokenGold))
v.heroNameLabel.SetPosition(heroNameLabelX, heroNameLabelY)
v.expansionCharLabel = v.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteUnits)
v.expansionCharLabel.Alignment = d2gui.HorizontalAlignLeft
v.expansionCharLabel.SetText(d2ui.ColorTokenize("EXPANSION CHARACTER", d2ui.ColorTokenGold))
v.expansionCharLabel.SetPosition(expansionLabelX, expansionLabelY)
v.hardcoreCharLabel = v.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteUnits)
v.hardcoreCharLabel.Alignment = d2gui.HorizontalAlignLeft
v.hardcoreCharLabel.SetText(d2ui.ColorTokenize("Hardcore", d2ui.ColorTokenGold))
v.hardcoreCharLabel.SetPosition(hardcoreLabelX, hardcoreLabelY)
}
func (v *SelectHeroClass) createButtons() {
v.exitButton = v.uiManager.NewButton(d2ui.ButtonTypeMedium, "EXIT")
v.exitButton.SetPosition(selHeroExitBtnX, selHeroExitBtnY)
v.exitButton.OnActivated(func() { v.onExitButtonClicked() })
v.okButton = v.uiManager.NewButton(d2ui.ButtonTypeMedium, "OK")
v.okButton.SetPosition(selHeroOkBtnX, selHeroOkBtnY)
v.okButton.OnActivated(func() { v.onOkButtonClicked() })
v.okButton.SetVisible(false)
v.okButton.SetEnabled(false)
}
func (v *SelectHeroClass) createCheckboxes() {
v.heroNameTextbox = v.uiManager.NewTextbox()
v.heroNameTextbox.SetPosition(heroNameTextBoxX, heoNameTextBoxY)
v.heroNameTextbox.SetVisible(false)
v.expansionCheckbox = v.uiManager.NewCheckbox(true)
v.expansionCheckbox.SetPosition(expandsionCheckboxX, expansionCheckboxY)
v.expansionCheckbox.SetVisible(false)
v.hardcoreCheckbox = v.uiManager.NewCheckbox(false)
v.hardcoreCheckbox.SetPosition(hardcoreCheckoxX, hardcoreCheckboxY)
v.hardcoreCheckbox.SetVisible(false)
}
// OnUnload releases the resources of the Select Hero Class screen
func (v *SelectHeroClass) OnUnload() error {
for i := range v.heroRenderInfo {
v.heroRenderInfo[i].SelectSfx.Stop()
v.heroRenderInfo[i].DeselectSfx.Stop()
}
v.heroRenderInfo = nil
return nil
}
func (v *SelectHeroClass) onExitButtonClicked() {
v.navigator.ToCharacterSelect(v.connectionType, v.connectionHost)
}
func (v *SelectHeroClass) onOkButtonClicked() {
heroName := v.heroNameTextbox.GetText()
defaultStats := v.asset.Records.Character.Stats[v.selectedHero]
statsState := v.CreateHeroStatsState(v.selectedHero, defaultStats)
playerState, err := v.CreateHeroState(heroName, v.selectedHero, statsState)
if err := v.Save(playerState); err != nil {
fmt.Printf("failed to save game state!, err: %v\n", err)
}
if err != nil {
return
}
playerState.Equipment = v.InventoryItemFactory.DefaultHeroItems[v.selectedHero]
v.navigator.ToCreateGame(playerState.FilePath, d2clientconnectiontype.Local, v.connectionHost)
}
// Render renders the Select Hero Class screen
func (v *SelectHeroClass) Render(screen d2interface.Surface) error {
if err := v.bgImage.RenderSegmented(screen, 4, 3, 0); err != nil {
return err
}
v.headingLabel.Render(screen)
if v.selectedHero != d2enum.HeroNone {
v.heroClassLabel.Render(screen)
v.heroDesc1Label.Render(screen)
v.heroDesc2Label.Render(screen)
v.heroDesc3Label.Render(screen)
}
for heroClass, heroInfo := range v.heroRenderInfo {
if heroInfo.Stance == d2enum.HeroStanceIdle || heroInfo.Stance == d2enum.HeroStanceIdleSelected {
v.renderHero(screen, heroClass)
}
}
for heroClass, heroInfo := range v.heroRenderInfo {
if heroInfo.Stance != d2enum.HeroStanceIdle && heroInfo.Stance != d2enum.HeroStanceIdleSelected {
v.renderHero(screen, heroClass)
}
}
if err := v.campfire.Render(screen); err != nil {
return err
}
if v.heroNameTextbox.GetVisible() {
v.heroNameLabel.Render(screen)
v.expansionCharLabel.Render(screen)
v.hardcoreCharLabel.Render(screen)
}
return nil
}
// Advance runs the update logic on the Select Hero Class screen
func (v *SelectHeroClass) Advance(tickTime float64) error {
canSelect := true
if err := v.campfire.Advance(tickTime); err != nil {
return err
}
for infoIdx := range v.heroRenderInfo {
v.heroRenderInfo[infoIdx].advance(tickTime)
if v.heroRenderInfo[infoIdx].Stance != d2enum.HeroStanceIdle &&
v.heroRenderInfo[infoIdx].Stance != d2enum.HeroStanceIdleSelected &&
v.heroRenderInfo[infoIdx].Stance != d2enum.HeroStanceSelected {
canSelect = false
}
}
for heroType := range v.heroRenderInfo {
v.updateHeroSelectionHover(heroType, canSelect)
}
v.okButton.SetEnabled(len(v.heroNameTextbox.GetText()) >= 2 && v.selectedHero != d2enum.HeroNone)
return nil
}
func (v *SelectHeroClass) updateHeroSelectionHover(hero d2enum.Hero, canSelect bool) {
renderInfo := v.heroRenderInfo[hero]
switch renderInfo.Stance {
case d2enum.HeroStanceApproaching:
if renderInfo.ForwardWalkSprite.IsOnLastFrame() {
renderInfo.Stance = d2enum.HeroStanceSelected
setSpriteToFirstFrame(renderInfo.SelectedSprite)
setSpriteToFirstFrame(renderInfo.SelectedSpriteOverlay)
}
return
case d2enum.HeroStanceRetreating:
if renderInfo.BackWalkSprite.IsOnLastFrame() {
renderInfo.Stance = d2enum.HeroStanceIdle
setSpriteToFirstFrame(renderInfo.IdleSprite)
}
return
}
if !canSelect || renderInfo.Stance == d2enum.HeroStanceSelected {
return
}
mouseX, mouseY := v.uiManager.CursorPosition()
b := renderInfo.SelectionBounds
mouseHover := (mouseX >= b.Min.X) && (mouseX <= b.Min.X+b.Max.X) && (mouseY >= b.Min.Y) && (mouseY <= b.Min.Y+b.Max.Y)
if mouseHover && v.uiManager.CursorButtonPressed(d2ui.CursorButtonLeft) {
v.handleCursorButtonPress(hero, renderInfo)
return
}
v.setCurrentFrame(mouseHover, renderInfo)
if v.selectedHero == d2enum.HeroNone && mouseHover {
v.selectedHero = hero
v.updateHeroText()
}
}
func (v *SelectHeroClass) handleCursorButtonPress(hero d2enum.Hero, renderInfo *HeroRenderInfo) {
v.heroNameTextbox.SetVisible(true)
v.heroNameTextbox.Activate()
v.okButton.SetVisible(true)
v.expansionCheckbox.SetVisible(true)
v.hardcoreCheckbox.SetVisible(true)
renderInfo.Stance = d2enum.HeroStanceApproaching
setSpriteToFirstFrame(renderInfo.ForwardWalkSprite)
setSpriteToFirstFrame(renderInfo.ForwardWalkSpriteOverlay)
for _, heroInfo := range v.heroRenderInfo {
if heroInfo.Stance != d2enum.HeroStanceSelected {
continue
}
heroInfo.SelectSfx.Stop()
heroInfo.DeselectSfx.Play()
heroInfo.Stance = d2enum.HeroStanceRetreating
setSpriteToFirstFrame(heroInfo.BackWalkSprite)
setSpriteToFirstFrame(heroInfo.BackWalkSpriteOverlay)
}
v.selectedHero = hero
v.updateHeroText()
renderInfo.SelectSfx.Play()
}
func (v *SelectHeroClass) setCurrentFrame(mouseHover bool, renderInfo *HeroRenderInfo) {
if mouseHover && renderInfo.Stance != d2enum.HeroStanceIdleSelected {
if err := renderInfo.IdleSelectedSprite.SetCurrentFrame(renderInfo.IdleSprite.GetCurrentFrame()); err != nil {
fmt.Printf("could not set current frame to: %d\n", renderInfo.IdleSprite.GetCurrentFrame())
}
renderInfo.Stance = d2enum.HeroStanceIdleSelected
} else if !mouseHover && renderInfo.Stance != d2enum.HeroStanceIdle {
if err := renderInfo.IdleSprite.SetCurrentFrame(renderInfo.IdleSelectedSprite.GetCurrentFrame()); err != nil {
fmt.Printf("could not set current frame to: %d\n", renderInfo.IdleSelectedSprite.GetCurrentFrame())
}
renderInfo.Stance = d2enum.HeroStanceIdle
}
}
func (v *SelectHeroClass) renderHero(screen d2interface.Surface, hero d2enum.Hero) {
renderInfo := v.heroRenderInfo[hero]
switch renderInfo.Stance {
case d2enum.HeroStanceIdle:
drawSprite(renderInfo.IdleSprite, screen)
case d2enum.HeroStanceIdleSelected:
drawSprite(renderInfo.IdleSelectedSprite, screen)
case d2enum.HeroStanceApproaching:
drawSprite(renderInfo.ForwardWalkSprite, screen)
drawSprite(renderInfo.ForwardWalkSpriteOverlay, screen)
case d2enum.HeroStanceSelected:
drawSprite(renderInfo.SelectedSprite, screen)
drawSprite(renderInfo.SelectedSpriteOverlay, screen)
case d2enum.HeroStanceRetreating:
drawSprite(renderInfo.BackWalkSprite, screen)
drawSprite(renderInfo.BackWalkSpriteOverlay, screen)
}
}
func (v *SelectHeroClass) updateHeroText() {
// v.setDescLabels("") really takes a string translation key, but temporarily disabled.
switch v.selectedHero {
case d2enum.HeroNone:
return
case d2enum.HeroBarbarian:
v.heroClassLabel.SetText(d2tbl.TranslateString("partycharbar"))
v.setDescLabels("He is unequaled in close-quarters combat and mastery of weapons.")
case d2enum.HeroNecromancer:
v.heroClassLabel.SetText(d2tbl.TranslateString("partycharnec"))
v.setDescLabels("Summoning undead minions and cursing his enemies are his specialties.")
case d2enum.HeroPaladin:
v.heroClassLabel.SetText(d2tbl.TranslateString("partycharpal"))
v.setDescLabels("He is a natural party leader, holy man, and blessed warrior.")
case d2enum.HeroAssassin:
v.heroClassLabel.SetText(d2tbl.TranslateString("partycharass"))
v.setDescLabels("Schooled in the Martial Arts, her mind and body are deadly weapons.")
case d2enum.HeroSorceress:
v.heroClassLabel.SetText(d2tbl.TranslateString("partycharsor"))
v.setDescLabels("She has mastered the elemental magicks -- fire, lightning, and ice.")
case d2enum.HeroAmazon:
v.heroClassLabel.SetText(d2tbl.TranslateString("partycharama"))
v.setDescLabels("Skilled with the spear and the bow, she is a very versatile fighter.")
case d2enum.HeroDruid:
v.heroClassLabel.SetText(d2tbl.TranslateString("partychardru"))
v.setDescLabels("Commanding the forces of nature, he summons wild beasts and raging storms to his side.")
}
}
const (
oneLine = 1
twoLine = 2
)
func (v *SelectHeroClass) setDescLabels(descKey string) {
heroDesc := d2tbl.TranslateString(descKey)
parts := d2util.SplitIntoLinesWithMaxWidth(heroDesc, heroDescCharWidth)
numLines := len(parts)
if numLines > oneLine {
v.heroDesc1Label.SetText(parts[0])
v.heroDesc2Label.SetText(parts[1])
} else {
v.heroDesc1Label.SetText("")
v.heroDesc2Label.SetText("")
}
if numLines > twoLine {
v.heroDesc3Label.SetText(parts[2])
} else {
v.heroDesc3Label.SetText("")
}
}
func setSpriteToFirstFrame(sprite *d2ui.Sprite) {
if sprite != nil {
sprite.Rewind()
}
}
func drawSprite(sprite *d2ui.Sprite, target d2interface.Surface) {
if sprite != nil {
if err := sprite.Render(target); err != nil {
x, y := sprite.GetPosition()
fmt.Printf("could not render the sprite to the position(x: %d, y: %d)\n", x, y)
}
}
}
func advanceSprite(sprite *d2ui.Sprite, elapsed float64) {
if sprite != nil {
if err := sprite.Advance(elapsed); err != nil {
fmt.Printf("could not advance the sprite\n")
}
}
}
func (v *SelectHeroClass) loadSprite(animationPath string, position image.Point,
playLength int,
playLoop,
blend bool) *d2ui.Sprite {
if animationPath == "" {
return nil
}
sprite, err := v.uiManager.NewSprite(animationPath, d2resource.PaletteFechar)
if err != nil {
fmt.Printf("could not load sprite for the animation: %s\n", animationPath)
return nil
}
sprite.PlayForward()
sprite.SetPlayLoop(playLoop)
if blend {
sprite.SetEffect(d2enum.DrawEffectModulate)
}
if playLength != 0 {
sprite.SetPlayLengthMs(playLength)
}
sprite.SetPosition(position.X, position.Y)
return sprite
}
func (v *SelectHeroClass) loadSoundEffect(sfx string) d2interface.SoundEffect {
result, _ := v.audioProvider.LoadSound(sfx, false, false)
return result
}