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2 changed files with 6 additions and 9 deletions
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@ -14,12 +14,12 @@ func init() {
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type Game struct {
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ScreenWidth int
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ScreenHeight int
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Scene *Scene
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*Scene
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componentsByID map[string]interface{}
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}
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// Draw draws the entire thing.
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// Draw draws the entire thing, with no geometric transform.
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func (g *Game) Draw(screen *ebiten.Image) {
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g.Scene.Draw(screen, ebiten.GeoM{})
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}
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@ -29,11 +29,6 @@ func (g *Game) Layout(outsideWidth, outsideHeight int) (w, h int) {
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return g.ScreenWidth, g.ScreenHeight
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}
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// Update just passes the call onto Layers.
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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. Currently this is
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// only necessary for components with IDs.
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func (g *Game) RegisterComponent(c interface{}) {
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@ -12,7 +12,8 @@ type Collider interface {
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}
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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.
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// Each component is responsible for calling Draw on its child components
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// (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, geom ebiten.GeoM)
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}
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@ -38,7 +39,8 @@ type Scanner interface {
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}
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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.
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// Each component is responsible for calling Update on its child components
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// (so that disabling the parent prevents updates to the children, etc).
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type Updater interface {
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Update() error
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}
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