move AssetFS into Game
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parent
66e0fcd1fa
commit
1d33ac227a
4 changed files with 10 additions and 11 deletions
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@ -4,16 +4,12 @@ import (
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"compress/gzip"
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"encoding/gob"
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"image"
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"io/fs"
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"log"
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"github.com/hajimehoshi/ebiten/v2"
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)
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var (
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// Assets (usually embed.FS)
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AssetFS fs.FS
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// AnimDefs are easier to write as Go expressions -
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// so just set this.
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AnimDefs map[string]*AnimDef
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@ -22,6 +18,7 @@ var (
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// Ensure ref types satisfy interfaces.
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_ Loader = &ImageRef{}
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_ Loader = &SceneRef{}
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_ Scener = &SceneRef{}
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)
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@ -71,14 +68,14 @@ func (r *ImageRef) Image() *ebiten.Image {
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// Load loads the image. Load is required before Image returns.
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// Loading the same path multiple times uses a cache to return
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// the same image.
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func (r *ImageRef) Load() error {
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func (r *ImageRef) Load(g *Game) error {
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// Fast path load from cache
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r.image = imageCache[r.Path]
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if r.image != nil {
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return nil
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}
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// Slow path
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f, err := AssetFS.Open(r.Path)
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f, err := g.AssetFS.Open(r.Path)
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if err != nil {
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return err
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}
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@ -108,8 +105,8 @@ type SceneRef struct {
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}
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// Load loads the scene from the file.
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func (r *SceneRef) Load() error {
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f, err := AssetFS.Open(r.Path)
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func (r *SceneRef) Load(g *Game) error {
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f, err := g.AssetFS.Open(r.Path)
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if err != nil {
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return err
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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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"io/fs"
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"github.com/hajimehoshi/ebiten/v2"
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)
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@ -14,6 +15,7 @@ func init() {
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// One component must be the designated root component - usually a
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// scene of some kind.
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type Game struct {
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AssetFS fs.FS
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ScreenWidth int
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ScreenHeight int
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Root DrawUpdater // typically a *Scene or SceneRef though
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@ -94,7 +96,7 @@ func (g *Game) Load() error {
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if !ok {
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return nil
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}
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return l.Load()
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return l.Load(g)
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})
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}
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@ -39,7 +39,7 @@ type Identifier interface {
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// Loader components get the chance to load themselves. This happens
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// before preparation.
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type Loader interface {
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Load() error
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Load(game *Game) error
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}
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// ParallaxScaler components have a scaling factor. This is used for
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2
main.go
2
main.go
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@ -20,7 +20,6 @@ func main() {
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ebiten.SetWindowSize(640, 480)
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ebiten.SetWindowTitle("TODO")
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engine.AssetFS = assets
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// engine.AnimDefs set in game/anims.go
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denseTiles := [][]engine.Tile{
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@ -103,6 +102,7 @@ func main() {
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}
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game := &engine.Game{
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AssetFS: assets,
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ScreenHeight: 240,
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ScreenWidth: 320,
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Root: &engine.Scene{
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