Hidden, Identifier, z.go->misc.go
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cd7b0fae99
commit
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6 changed files with 49 additions and 13 deletions
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@ -18,9 +18,14 @@ func init() {
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}
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// PerfDisplay debugprints CurrentTPS and CurrentFPS in the top left.
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type PerfDisplay struct{}
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type PerfDisplay struct {
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Hidden bool
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}
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func (PerfDisplay) Draw(screen *ebiten.Image, _ ebiten.GeoM) {
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func (p PerfDisplay) Draw(screen *ebiten.Image, _ ebiten.GeoM) {
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if p.Hidden {
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return
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}
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ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f FPS: %0.2f", ebiten.CurrentTPS(), ebiten.CurrentFPS()))
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}
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@ -2,6 +2,7 @@ package engine
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import (
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"encoding/gob"
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"fmt"
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"github.com/hajimehoshi/ebiten/v2"
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)
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@ -10,10 +11,10 @@ func init() {
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gob.Register(Game{})
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}
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// IDer components have a name. This makes it easier for components to
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// find and interact with one another.
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type IDer interface {
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ID() string
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// Identifier components have a sense of self. This makes it easier for
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// components to find and interact with one another.
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type Identifier interface {
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Ident() string
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}
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// Scanner components can be scanned. It is called when the game
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@ -47,6 +48,20 @@ func (g *Game) Update() error {
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return g.Scene.Update()
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}
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// RegisterComponent tells the game there is a new component.
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func (g *Game) RegisterComponent(c interface{}) {
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if id, ok := c.(Identifier); ok {
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g.componentsByID[id.Ident()] = c
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}
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}
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// UnregisterComponent tells the game the component is no more.
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func (g *Game) UnregisterComponent(c interface{}) {
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if id, ok := c.(Identifier); ok {
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delete(g.componentsByID, id.Ident())
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}
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}
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// Component returns the component with a given ID.
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func (g *Game) Component(id string) interface{} { return g.componentsByID[id] }
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@ -71,12 +86,10 @@ func (g *Game) walk(c interface{}, v func(interface{}) bool) {
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// Build builds the component database.
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func (g *Game) Build() {
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byID := make(map[string]interface{})
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g.walk(g.Scene, func(c interface{}) bool {
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if id, ok := c.(IDer); ok {
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byID[id.ID()] = c
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}
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g.componentsByID = make(map[string]interface{})
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g.Walk(func(c interface{}) bool {
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g.RegisterComponent(c)
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return true
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})
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g.componentsByID = byID
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fmt.Printf("%#v\n", g.componentsByID)
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}
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@ -1,5 +1,11 @@
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package engine
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// ID implements Identifier directly (as a string value).
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type ID string
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// Ident returns id as a string.
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func (id ID) Ident() string { return string(id) }
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// ZPos implements ZPositioner directly (as a float64 value).
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type ZPos float64
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@ -30,11 +30,17 @@ type ZPositioner interface {
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// Scene manages drawing and updating a bunch of components.
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type Scene struct {
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Components []interface{}
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Transform ebiten.GeoM
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Hidden bool
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ID
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Transform ebiten.GeoM
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ZPos
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}
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// Draw draws all components in order.
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func (s *Scene) Draw(screen *ebiten.Image, geom ebiten.GeoM) {
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if s.Hidden {
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return
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}
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geom.Concat(s.Transform)
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for _, i := range s.Components {
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if d, ok := i.(Drawer); ok {
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@ -15,6 +15,8 @@ func init() {
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// Tilemap renders a grid of tiles.
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type Tilemap struct {
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Hidden bool
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ID
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Map [][]Tile
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Src ImageRef // must be a horizontal tile set
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TileSize int
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@ -24,6 +26,9 @@ type Tilemap struct {
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// Draw draws the tilemap.
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func (t *Tilemap) Draw(screen *ebiten.Image, geom ebiten.GeoM) {
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if t.Hidden {
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return
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}
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geom.Concat(t.Transform)
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for j, row := range t.Map {
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for i, tile := range row {
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1
main.go
1
main.go
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@ -74,6 +74,7 @@ func main() {
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ScreenHeight: screenHeight,
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ScreenWidth: screenWidth,
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Scene: &engine.Scene{
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ID: "root_scene",
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Components: []interface{}{
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&engine.GobDumper{
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KeyCombo: []ebiten.Key{
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