call it "scene"

This commit is contained in:
Josh Deprez 2021-07-30 14:25:32 +10:00 committed by Josh Deprez
parent 24d47ba639
commit 14407fe47d
3 changed files with 15 additions and 14 deletions

View file

@ -6,12 +6,12 @@ import "github.com/hajimehoshi/ebiten/v2"
type Game struct { type Game struct {
ScreenWidth int ScreenWidth int
ScreenHeight int ScreenHeight int
Layers *Layers Scene *Scene
} }
// Draw draws the entire thing. // Draw draws the entire thing.
func (g *Game) Draw(screen *ebiten.Image) { func (g *Game) Draw(screen *ebiten.Image) {
g.Layers.Draw(screen, ebiten.GeoM{}) g.Scene.Draw(screen, ebiten.GeoM{})
} }
// Layout returns the configured screen width/height. // Layout returns the configured screen width/height.
@ -21,5 +21,5 @@ func (g *Game) Layout(outsideWidth, outsideHeight int) (w, h int) {
// Update just passes the call onto Layers. // Update just passes the call onto Layers.
func (g *Game) Update() error { func (g *Game) Update() error {
return g.Layers.Update() return g.Scene.Update()
} }

View file

@ -21,14 +21,14 @@ type ZPositioner interface {
Z() float64 Z() float64
} }
// Layers // Scene manages drawing and updating a bunch of components.
type Layers struct { type Scene struct {
Components []interface{} Components []interface{}
needsSort bool needsSort bool
} }
// Draw draws all layers in order. // Draw draws all components in order.
func (l *Layers) Draw(screen *ebiten.Image, geom ebiten.GeoM) { func (l *Scene) Draw(screen *ebiten.Image, geom ebiten.GeoM) {
for _, i := range l.Components { for _, i := range l.Components {
if d, ok := i.(Drawer); ok { if d, ok := i.(Drawer); ok {
d.Draw(screen, geom) d.Draw(screen, geom)
@ -37,13 +37,15 @@ func (l *Layers) Draw(screen *ebiten.Image, geom ebiten.GeoM) {
} }
// SetNeedsSort informs l that its layers may be out of order. // SetNeedsSort informs l that its layers may be out of order.
func (l *Layers) SetNeedsSort() { func (l *Scene) SetNeedsSort() {
l.needsSort = true l.needsSort = true
} }
// sortByZ sorts the components by Z position. // sortByZ sorts the components by Z position.
// Stable sort is used to avoid z-fighting among layers without a Z. // Stable sort is used to avoid Z-fighting among layers without a Z, or
func (l *Layers) sortByZ() { // among those with equal Z. All non-ZPositioners are sorted first.
func (l *Scene) sortByZ() {
l.needsSort = false
sort.SliceStable(l.Components, func(i, j int) bool { sort.SliceStable(l.Components, func(i, j int) bool {
a, aok := l.Components[i].(ZPositioner) a, aok := l.Components[i].(ZPositioner)
b, bok := l.Components[j].(ZPositioner) b, bok := l.Components[j].(ZPositioner)
@ -52,11 +54,10 @@ func (l *Layers) sortByZ() {
} }
return !aok && bok return !aok && bok
}) })
l.needsSort = false
} }
// Update calls Update on all Updater components. // Update calls Update on all Updater components.
func (l *Layers) Update() error { func (l *Scene) Update() error {
for _, c := range l.Components { for _, c := range l.Components {
if u, ok := c.(Updater); ok { if u, ok := c.(Updater); ok {
if err := u.Update(); err != nil { if err := u.Update(); err != nil {

View file

@ -84,11 +84,11 @@ func main() {
game := &engine.Game{ game := &engine.Game{
ScreenHeight: screenHeight, ScreenHeight: screenHeight,
ScreenWidth: screenWidth, ScreenWidth: screenWidth,
Layers: &engine.Layers{ Scene: &engine.Scene{
Components: components, Components: components,
}, },
} }
game.Layers.SetNeedsSort() game.Scene.SetNeedsSort()
if err := ebiten.RunGame(game); err != nil { if err := ebiten.RunGame(game); err != nil {
log.Fatalf("Game error: %v", err) log.Fatalf("Game error: %v", err)