ichigo/engine/interface.go

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package engine
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import (
"image"
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"io/fs"
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"reflect"
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"github.com/hajimehoshi/ebiten/v2"
)
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// Reflection types used for queries... Is there a better way?
var (
// TypeOf(pointer to interface).Elem() is "idiomatic" -
// see https://pkg.go.dev/reflect#example-TypeOf
AnimerType = reflect.TypeOf((*Animer)(nil)).Elem()
BounderType = reflect.TypeOf((*Bounder)(nil)).Elem()
ColliderType = reflect.TypeOf((*Collider)(nil)).Elem()
DisablerType = reflect.TypeOf((*Disabler)(nil)).Elem()
DrawerType = reflect.TypeOf((*Drawer)(nil)).Elem()
DrawUpdaterType = reflect.TypeOf((*DrawUpdater)(nil)).Elem()
HiderType = reflect.TypeOf((*Hider)(nil)).Elem()
IdentifierType = reflect.TypeOf((*Identifier)(nil)).Elem()
LoaderType = reflect.TypeOf((*Loader)(nil)).Elem()
ParallaxScalerType = reflect.TypeOf((*ParallaxScaler)(nil)).Elem()
PrepperType = reflect.TypeOf((*Prepper)(nil)).Elem()
ScannerType = reflect.TypeOf((*Scanner)(nil)).Elem()
ScenerType = reflect.TypeOf((*Scener)(nil)).Elem()
SaverType = reflect.TypeOf((*Saver)(nil)).Elem()
UpdaterType = reflect.TypeOf((*Updater)(nil)).Elem()
// Behaviours lists all the behaviours that can be queried with Game.Query.
Behaviours = []reflect.Type{
AnimerType,
BounderType,
ColliderType,
DisablerType,
DrawerType,
DrawUpdaterType,
HiderType,
IdentifierType,
LoaderType,
ParallaxScalerType,
PrepperType,
ScannerType,
ScenerType,
SaverType,
UpdaterType,
}
)
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// Animer components have a current frame index.
type Animer interface {
Updater
CurrentFrame() int
Reset()
}
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// Bounder components have a bounding rectangle.
type Bounder interface {
BoundingRect() image.Rectangle
}
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// Collider components have tangible form.
type Collider interface {
CollidesWith(image.Rectangle) bool
}
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// Disabler components can be disabled.
type Disabler interface {
IsDisabled() bool
Disable()
Enable()
}
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// Drawer components can draw themselves. Draw is called often.
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// Each component is responsible for calling Draw on its child components
// (so that hiding the parent can hide the children, etc).
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type Drawer interface {
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Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions)
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DrawOrder() float64
}
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// DrawUpdater components can be both drawn and updated.
// Same comments as for Drawer and Updater.
type DrawUpdater interface {
Drawer
Updater
}
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// Hider components can be hidden.
type Hider interface {
IsHidden() bool
Hide()
Show()
}
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// Identifier components have a sense of self. This makes it easier for
// components to find and interact with one another.
type Identifier interface {
Ident() string
}
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// Loader components get the chance to load themselves. This happens
// before preparation.
type Loader interface {
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Load(fs.FS) error
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}
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// ParallaxScaler components have a scaling factor. This is used for
// parallax layers in a scene, and can be thought of as 1/distance.
type ParallaxScaler interface {
ParallaxFactor() float64
}
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// Prepper components can be prepared. It is called after the component
// database has been populated but before the game is run. The component can
// store the reference to game, if needed, and also query the component database.
type Prepper interface {
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Prepare(game *Game) error
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}
// Scanner components can be scanned. It is called when the game tree is walked
// (such as when the game component database is constructed).
// Scan should return a slice containing all immediate subcomponents.
type Scanner interface {
Scan() []interface{}
}
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// Scener components are a scene (Scene or SceneRef).
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type Scener interface {
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// Q: Why not make Scene able to load itself?
// A: Having separate types makes it easier to reason about what is loading
// what. There is less ambiguity about what "save" means (the contents of
// the scene, or the path to the file?) Additionally, the gob decoder
// decodes over existing fields, which could lead to some fun bugs.
//
// Q: Why not make Scener a small interface, e.g. with just Scene() ?
// A: Everything in the engine would then need to type switch for Scener or
// SceneRef, i.e.
// switch x := i.(type) {
// case Drawer:
// i.Draw(screen, opts)
// case Scener:
// i.Scene().Draw(screen, opts)
// }
// It seems cleaner to let the engine assert only for the interface it
// needs at that moment.
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Bounder
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Disabler
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Drawer
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Hider
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Identifier
Prepper
Scanner
Updater
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}
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// Saver components can be saved to disk.
type Saver interface {
Save() error
}
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// Updater components can update themselves. Update is called repeatedly.
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// Each component is responsible for calling Update on its child components
// (so that disabling the parent prevents updates to the children, etc).
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type Updater interface {
Update() error
}