Documentation ¶
Overview ¶
Package d2gamescreen is where the game screens are defined
Package d2gamescreen contains the screens
Index ¶
- Constants
- type BlizzardIntro
- type BuildInfo
- type CharacterSelect
- func (v *CharacterSelect) Advance(tickTime float64) error
- func (v *CharacterSelect) OnLoad(loading d2screen.LoadingState)
- func (v *CharacterSelect) OnMouseButtonDown(event d2interface.MouseEvent) bool
- func (v *CharacterSelect) OnUnload() error
- func (v *CharacterSelect) Render(screen d2interface.Surface)
- type Cinematics
- type Credits
- type Game
- func (v *Game) Advance(elapsed float64) error
- func (v *Game) OnLoad(_ d2screen.LoadingState)
- func (v *Game) OnPlayerCast(skillID int, targetX, targetY float64)
- func (v *Game) OnPlayerMove(targetX, targetY float64)
- func (v *Game) OnPlayerSave() error
- func (v *Game) OnUnload() error
- func (v *Game) Render(screen d2interface.Surface)
- type GuiTestMain
- type HeroRenderInfo
- type MainMenu
- func (v *MainMenu) Advance(tickTime float64) error
- func (v *MainMenu) OnKeyUp(event d2interface.KeyEvent) bool
- func (v *MainMenu) OnLoad(loading d2screen.LoadingState)
- func (v *MainMenu) OnMouseButtonDown(event d2interface.MouseEvent) bool
- func (v *MainMenu) Render(screen d2interface.Surface)
- func (v *MainMenu) SetScreenMode(screenMode mainMenuScreenMode)
- type MapEngineTest
- func (met *MapEngineTest) Advance(tickTime float64) error
- func (met *MapEngineTest) OnKeyDown(event d2interface.KeyEvent) bool
- func (met *MapEngineTest) OnKeyRepeat(event d2interface.KeyEvent) bool
- func (met *MapEngineTest) OnLoad(loading d2screen.LoadingState)
- func (met *MapEngineTest) OnMouseButtonDown(event d2interface.MouseEvent) bool
- func (met *MapEngineTest) OnMouseButtonRepeat(event d2interface.MouseEvent) bool
- func (met *MapEngineTest) OnMouseMove(event d2interface.MouseMoveEvent) bool
- func (met *MapEngineTest) OnUnload() error
- func (met *MapEngineTest) Render(screen d2interface.Surface)
- type SelectHeroClass
Constants ¶
const ( ScreenModeUnknown mainMenuScreenMode = iota ScreenModeTrademark ScreenModeMainMenu ScreenModeMultiplayer ScreenModeTCPIP ScreenModeServerIP )
mainMenuScreenMode types
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type BlizzardIntro ¶
type BlizzardIntro struct {
// contains filtered or unexported fields
}
BlizzardIntro represents the Blizzard Intro screen
func CreateBlizzardIntro ¶
func CreateBlizzardIntro(asset *d2asset.AssetManager) *BlizzardIntro
CreateBlizzardIntro creates a Blizzard Intro screen
func (*BlizzardIntro) OnLoad ¶
func (v *BlizzardIntro) OnLoad(loading d2screen.LoadingState)
OnLoad loads the resources for the Blizzard Intro screen
type BuildInfo ¶
type BuildInfo struct {
Branch, Commit string
}
BuildInfo contains information about the current build
type CharacterSelect ¶
type CharacterSelect struct { *d2mapentity.MapEntityFactory *d2hero.HeroStateFactory *d2util.Logger // contains filtered or unexported fields }
CharacterSelect represents the character select screen
func CreateCharacterSelect ¶
func CreateCharacterSelect( navigator d2interface.Navigator, asset *d2asset.AssetManager, renderer d2interface.Renderer, inputManager d2interface.InputManager, audioProvider d2interface.AudioProvider, ui *d2ui.UIManager, connectionType d2clientconnectiontype.ClientConnectionType, l d2util.LogLevel, connectionHost string, ) (*CharacterSelect, error)
CreateCharacterSelect creates the character select screen and returns a pointer to it
func (*CharacterSelect) Advance ¶
func (v *CharacterSelect) Advance(tickTime float64) error
Advance runs the update logic on the Character Select screen
func (*CharacterSelect) OnLoad ¶
func (v *CharacterSelect) OnLoad(loading d2screen.LoadingState)
OnLoad loads the resources for the Character Select screen
func (*CharacterSelect) OnMouseButtonDown ¶
func (v *CharacterSelect) OnMouseButtonDown(event d2interface.MouseEvent) bool
OnMouseButtonDown is called when a mouse button is clicked
func (*CharacterSelect) OnUnload ¶
func (v *CharacterSelect) OnUnload() error
OnUnload candles cleanup when this screen is closed
func (*CharacterSelect) Render ¶
func (v *CharacterSelect) Render(screen d2interface.Surface)
Render renders the Character Select screen
type Cinematics ¶
Cinematics represents the cinematics screen
func CreateCinematics ¶
func CreateCinematics( navigator d2interface.Navigator, asset *d2asset.AssetManager, renderer d2interface.Renderer, aup d2interface.AudioProvider, l d2util.LogLevel, ui *d2ui.UIManager) *Cinematics
CreateCinematics creates an instance of the credits screen
func (*Cinematics) OnLoad ¶
func (v *Cinematics) OnLoad(_ d2screen.LoadingState)
OnLoad is called to load the resources for the credits screen
func (*Cinematics) Render ¶
func (v *Cinematics) Render(screen d2interface.Surface)
Render renders the credits screen
type Credits ¶
Credits represents the credits screen
func CreateCredits ¶
func CreateCredits(navigator d2interface.Navigator, asset *d2asset.AssetManager, renderer d2interface.Renderer, l d2util.LogLevel, ui *d2ui.UIManager) *Credits
CreateCredits creates an instance of the credits screen
func (*Credits) LoadContributors ¶
LoadContributors loads the contributors data from file
func (*Credits) OnLoad ¶
func (v *Credits) OnLoad(loading d2screen.LoadingState)
OnLoad is called to load the resources for the credits screen
func (*Credits) Render ¶
func (v *Credits) Render(screen d2interface.Surface)
Render renders the credits screen
type Game ¶
type Game struct { *d2mapentity.MapEntityFactory *d2util.Logger // contains filtered or unexported fields }
Game represents the Gameplay screen
func CreateGame ¶
func CreateGame( navigator d2interface.Navigator, asset *d2asset.AssetManager, ui *d2ui.UIManager, renderer d2interface.Renderer, inputManager d2interface.InputManager, audioProvider d2interface.AudioProvider, gameClient *d2client.GameClient, term d2interface.Terminal, l d2util.LogLevel, guiManager *d2gui.GuiManager, ) (*Game, error)
CreateGame creates the Gameplay screen and returns a pointer to it
func (*Game) Advance ¶
Advance runs the update logic on the Gameplay screen nolint:gocyclo // not need to change
func (*Game) OnLoad ¶
func (v *Game) OnLoad(_ d2screen.LoadingState)
OnLoad loads the resources for the Gameplay screen
func (*Game) OnPlayerCast ¶
OnPlayerCast sends the casting skill action to the server
func (*Game) OnPlayerMove ¶
OnPlayerMove sends the player move action to the server
func (*Game) OnPlayerSave ¶
OnPlayerSave instructs the server to save our player data
func (*Game) Render ¶
func (v *Game) Render(screen d2interface.Surface)
Render renders the Gameplay screen
type GuiTestMain ¶
GuiTestMain is a playground screen for the gui components
func CreateGuiTestMain ¶
func CreateGuiTestMain(renderer d2interface.Renderer, guiManager *d2gui.GuiManager, l d2util.LogLevel, assetManager *d2asset.AssetManager) *GuiTestMain
CreateGuiTestMain creates a GuiTestMain screen
func (*GuiTestMain) Advance ¶
func (g *GuiTestMain) Advance(_ float64) error
Advance does nothing for the GuiTestMain screen
func (*GuiTestMain) OnLoad ¶
func (g *GuiTestMain) OnLoad(loading d2screen.LoadingState)
OnLoad loads the resources and creates the gui components
func (*GuiTestMain) Render ¶
func (g *GuiTestMain) Render(_ d2interface.Surface)
Render does nothing for the GuiTestMain screen
type HeroRenderInfo ¶
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 // contains filtered or unexported fields }
HeroRenderInfo stores the rendering information of a hero for the Select Hero Class screen
type MainMenu ¶
MainMenu represents the main menu
func CreateMainMenu ¶
func CreateMainMenu( navigator d2interface.Navigator, asset *d2asset.AssetManager, renderer d2interface.Renderer, inputManager d2interface.InputManager, audioProvider d2interface.AudioProvider, ui *d2ui.UIManager, buildInfo BuildInfo, l d2util.LogLevel, errorMessageOptional ...string, ) (*MainMenu, error)
CreateMainMenu creates an instance of MainMenu
func (*MainMenu) OnKeyUp ¶
func (v *MainMenu) OnKeyUp(event d2interface.KeyEvent) bool
OnKeyUp is called when a key is released
func (*MainMenu) OnLoad ¶
func (v *MainMenu) OnLoad(loading d2screen.LoadingState)
OnLoad is called to load the resources for the main menu
func (*MainMenu) OnMouseButtonDown ¶
func (v *MainMenu) OnMouseButtonDown(event d2interface.MouseEvent) bool
OnMouseButtonDown is called when a mouse button is clicked
func (*MainMenu) Render ¶
func (v *MainMenu) Render(screen d2interface.Surface)
Render renders the main menu
func (*MainMenu) SetScreenMode ¶
func (v *MainMenu) SetScreenMode(screenMode mainMenuScreenMode)
SetScreenMode sets the screen mode (which sub-menu the screen is on)
type MapEngineTest ¶
MapEngineTest represents the MapEngineTest screen
func CreateMapEngineTest ¶
func CreateMapEngineTest(currentRegion, levelPreset int, asset *d2asset.AssetManager, term d2interface.Terminal, renderer d2interface.Renderer, inputManager d2interface.InputManager, audioProvider d2interface.AudioProvider, l d2util.LogLevel, screen *d2screen.ScreenManager, ) (*MapEngineTest, error)
CreateMapEngineTest creates the Map Engine Test screen and returns a pointer to it
func (*MapEngineTest) Advance ¶
func (met *MapEngineTest) Advance(tickTime float64) error
Advance runs the update logic on the Map Engine Test screen
func (*MapEngineTest) OnKeyDown ¶
func (met *MapEngineTest) OnKeyDown(event d2interface.KeyEvent) bool
OnKeyDown defines the actions of the Map Engine Test screen when a key is pressed
func (*MapEngineTest) OnKeyRepeat ¶
func (met *MapEngineTest) OnKeyRepeat(event d2interface.KeyEvent) bool
OnKeyRepeat is called to handle repeated key presses
func (*MapEngineTest) OnLoad ¶
func (met *MapEngineTest) OnLoad(loading d2screen.LoadingState)
OnLoad loads the resources for the Map Engine Test screen
func (*MapEngineTest) OnMouseButtonDown ¶
func (met *MapEngineTest) OnMouseButtonDown(event d2interface.MouseEvent) bool
OnMouseButtonDown handles mouse button down events
func (*MapEngineTest) OnMouseButtonRepeat ¶
func (met *MapEngineTest) OnMouseButtonRepeat(event d2interface.MouseEvent) bool
OnMouseButtonRepeat handles repeated mouse clicks
func (*MapEngineTest) OnMouseMove ¶
func (met *MapEngineTest) OnMouseMove(event d2interface.MouseMoveEvent) bool
OnMouseMove is the mouse move handler
func (*MapEngineTest) OnUnload ¶
func (met *MapEngineTest) OnUnload() error
OnUnload releases the resources for the Map Engine Test screen
func (*MapEngineTest) Render ¶
func (met *MapEngineTest) Render(screen d2interface.Surface)
Render renders the Map Engine Test screen
type SelectHeroClass ¶
type SelectHeroClass struct { *d2inventory.InventoryItemFactory *d2hero.HeroStateFactory *d2util.Logger // contains filtered or unexported fields }
SelectHeroClass represents the Select Hero Class screen
func CreateSelectHeroClass ¶
func CreateSelectHeroClass( navigator d2interface.Navigator, asset *d2asset.AssetManager, renderer d2interface.Renderer, audioProvider d2interface.AudioProvider, ui *d2ui.UIManager, connectionType d2clientconnectiontype.ClientConnectionType, l d2util.LogLevel, connectionHost string, ) (*SelectHeroClass, error)
CreateSelectHeroClass creates an instance of a SelectHeroClass
func (*SelectHeroClass) Advance ¶
func (v *SelectHeroClass) Advance(tickTime float64) error
Advance runs the update logic on the Select Hero Class screen
func (*SelectHeroClass) OnLoad ¶
func (v *SelectHeroClass) OnLoad(loading d2screen.LoadingState)
OnLoad loads the resources for the Select Hero Class screen
func (*SelectHeroClass) OnUnload ¶
func (v *SelectHeroClass) OnUnload() error
OnUnload releases the resources of the Select Hero Class screen
func (*SelectHeroClass) Render ¶
func (v *SelectHeroClass) Render(screen d2interface.Surface)
Render renders the Select Hero Class screen