bunch of changes
This commit is contained in:
parent
af70dcaf04
commit
787a05e493
18 changed files with 104 additions and 62 deletions
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@ -52,7 +52,7 @@ func (b *Billboard) Prepare(g *Game) error {
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}
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// Scan returns a slice containing Src.
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func (b *Billboard) Scan() []interface{} { return []interface{}{&b.Src} }
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func (b *Billboard) Scan() Components { return Components{&b.Src} }
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func (b *Billboard) String() string {
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return fmt.Sprintf("Billboard@%v", b.Pos)
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@ -86,7 +86,7 @@ func (c *Camera) Prepare(game *Game) error {
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}
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// Scan returns s.Child.
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func (c *Camera) Scan() []interface{} { return []interface{}{c.Child} }
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func (c *Camera) Scan() Components { return Components{c.Child} }
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// Transform returns the camera transform.
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func (c *Camera) Transform() (opts ebiten.DrawImageOptions) {
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@ -14,6 +14,7 @@ var _ interface {
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DrawManager
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Hider
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Prepper
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Registrar
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Scanner
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Updater
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} = &DrawDAG{}
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@ -23,8 +24,8 @@ var _ interface {
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// It combines a DAG with a spatial index used when updating vertices to reduce
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// the number of tests between components.
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type DrawDAG struct {
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ChunkSize int
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Components []interface{}
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ChunkSize int
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Components
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Hides
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*dag
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@ -110,15 +111,11 @@ func (d *DrawDAG) Prepare(game *Game) error {
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d.game = game
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// Because Game.LoadAndPrepare calls Prepare in a post-order walk, all the
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// descendants should be prepared, meaning BoundingBox (hence Add) is likely
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// to be a safe call.
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d.addRecursive(d)
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return nil
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// descendants should be prepared, meaning BoundingBox (hence Register) is
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// likely to be a safe call.
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return d.Register(d, nil)
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}
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// Scan returns d.Components.
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func (d *DrawDAG) Scan() []interface{} { return d.Components }
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// Update checks for any changes to descendants, and updates its internal
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// data structures accordingly.
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func (d *DrawDAG) Update() error {
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@ -130,20 +127,38 @@ func (d *DrawDAG) Update() error {
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for db, bb := range d.boxCache {
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nbb := db.BoundingBox()
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if bb != nbb {
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d.Remove(db)
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d.Unregister(db)
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readd = append(readd, db)
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}
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}
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for _, db := range readd {
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d.Add(db)
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d.Register(db, nil)
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}
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return nil
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}
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// Add adds a Drawer and any needed edges to the DAG and chunk map. If x is
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// intended to be a direct subcomponent of d, then the caller must append to
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// d.Components as well.
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func (d *DrawDAG) Add(x DrawBoxer) {
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// Register recursively registers compponent and all descendants that are
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// DrawBoxers into internal data structures (the DAG, etc) unless they are
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// descendants of a different DrawManager.
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func (d *DrawDAG) Register(component, _ interface{}) error {
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if db, ok := component.(DrawBoxer); ok {
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d.registerOne(db)
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}
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if _, ok := component.(DrawManager); ok && component != d {
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return nil
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}
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if sc, ok := component.(Scanner); ok {
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for _, x := range sc.Scan() {
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if err := d.Register(x, nil); err != nil {
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return err
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}
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}
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}
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return nil
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}
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// registerOne adds component and any needed edges to the DAG and chunk map.
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func (d *DrawDAG) registerOne(x DrawBoxer) {
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// Ensure vertex is present
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d.dag.addVertex(x)
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@ -196,24 +211,22 @@ func (d *DrawDAG) Add(x DrawBoxer) {
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}
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}
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// addRecursive adds x and all descendants that are DrawBoxers unless they are
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// descendants of a different DrawManager.
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func (d *DrawDAG) addRecursive(x interface{}) {
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if db, ok := x.(DrawBoxer); ok {
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d.Add(db)
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// Unregister unregisters the component and all subcomponents.
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func (d *DrawDAG) Unregister(component interface{}) {
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if db, ok := component.(DrawBoxer); ok {
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d.unregisterOne(db)
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}
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if _, ok := x.(DrawManager); ok && x != d {
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if _, ok := component.(DrawManager); ok && component != d {
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return
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}
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if sc, ok := x.(Scanner); ok {
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if sc, ok := component.(Scanner); ok {
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for _, x := range sc.Scan() {
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d.addRecursive(x)
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d.Unregister(x)
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}
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}
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}
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// Remove removes a Drawer and all associated edges and metadata.
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func (d *DrawDAG) Remove(x DrawBoxer) {
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func (d *DrawDAG) unregisterOne(x DrawBoxer) {
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// Remove from chunk map
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revr := d.chunksRev[x]
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for j := revr.Min.Y; j <= revr.Max.Y; j++ {
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@ -13,7 +13,7 @@ var _ interface {
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// through the game tree, without any extra sorting based on Z values or
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// consideration for DrawOrderer).
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type DrawDFS struct {
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Components []interface{}
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Components
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Hides
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}
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@ -53,5 +53,3 @@ func (d *DrawDFS) draw(component interface{}, screen *ebiten.Image, opts ebiten.
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}
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}
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}
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func (d *DrawDFS) Scan() []interface{} { return d.Components }
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@ -20,6 +20,7 @@ var _ interface {
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Hider
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Identifier
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Updater
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Registrar
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Scanner
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} = &Game{}
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@ -154,7 +155,7 @@ func (g *Game) Query(ancestor interface{}, behaviour reflect.Type) map[interface
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}
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// Scan returns g.Root.
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func (g *Game) Scan() []interface{} { return []interface{}{g.Root} }
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func (g *Game) Scan() Components { return Components{g.Root} }
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// PreorderWalk calls visit with every component and its parent, reachable from
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// the given component via Scan, for as long as visit returns nil. The parent
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@ -225,7 +226,7 @@ func (g *Game) LoadAndPrepare(assets fs.FS) error {
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g.byID = make(map[string]Identifier)
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g.byAB = make(map[abKey]map[interface{}]struct{})
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g.par = make(map[interface{}]interface{})
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if err := PreorderWalk(g, g.register); err != nil {
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if err := PreorderWalk(g, g.registerOne); err != nil {
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return err
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}
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g.dbmu.Unlock()
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@ -261,10 +262,10 @@ func (g *Game) Register(component, parent interface{}) error {
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g.dbmu.Lock()
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defer g.dbmu.Unlock()
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// preorderWalk goes in the right order for registering.
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return preorderWalk(component, parent, g.register)
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return preorderWalk(component, parent, g.registerOne)
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}
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func (g *Game) register(component, parent interface{}) error {
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func (g *Game) registerOne(component, parent interface{}) error {
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// register in g.byID if needed
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if i, ok := component.(Identifier); ok {
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if id := i.Ident(); id != "" {
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@ -307,11 +308,11 @@ func (g *Game) Unregister(component interface{}) {
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}
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g.dbmu.Lock()
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// postorderWalk goes in the right order for unregistering.
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postorderWalk(component, nil, g.unregister)
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postorderWalk(component, nil, g.unregisterOne)
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g.dbmu.Unlock()
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}
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func (g *Game) unregister(component, _ interface{}) error {
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func (g *Game) unregisterOne(component, _ interface{}) error {
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// unregister from g.byAB, using g.par to trace the path
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ct := reflect.TypeOf(component)
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for _, b := range Behaviours {
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@ -25,6 +25,7 @@ var (
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IdentifierType = reflect.TypeOf((*Identifier)(nil)).Elem()
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LoaderType = reflect.TypeOf((*Loader)(nil)).Elem()
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PrepperType = reflect.TypeOf((*Prepper)(nil)).Elem()
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RegistrarType = reflect.TypeOf((*Registrar)(nil)).Elem()
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SaverType = reflect.TypeOf((*Saver)(nil)).Elem()
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ScannerType = reflect.TypeOf((*Scanner)(nil)).Elem()
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TransformerType = reflect.TypeOf((*Transformer)(nil)).Elem()
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@ -44,6 +45,7 @@ var (
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IdentifierType,
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LoaderType,
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PrepperType,
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RegistrarType,
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SaverType,
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ScannerType,
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TransformerType,
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@ -128,6 +130,14 @@ type Prepper interface {
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Prepare(game *Game) error
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}
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// Registrar components can register and unregister other components (usually
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// into internal data structures). Registrars are expected to automatically
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// register/unregister subcomponents of components (usually recursively).
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type Registrar interface {
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Register(component, parent interface{}) error
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Unregister(component interface{})
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}
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// Saver components can be saved to disk.
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type Saver interface {
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Save() error
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// (such as when the game component database is constructed).
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// Scan should return a slice containing all immediate subcomponents.
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type Scanner interface {
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Scan() []interface{}
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Scan() Components
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}
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// Transformer components can provide draw options to apply to themselves and
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@ -39,3 +39,9 @@ func (h *Hides) Hide() { *h = true }
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// Show sets h to false.
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func (h *Hides) Show() { *h = false }
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// Components implements Scan directly (as a slice of interface{}).
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type Components []interface{}
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// Scan returns c.
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func (c Components) Scan() Components { return c }
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@ -39,7 +39,7 @@ func (p *Parallax) Prepare(game *Game) error {
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}
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// Scan returns the child component.
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func (p *Parallax) Scan() []interface{} { return []interface{}{p.Child} }
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func (p *Parallax) Scan() Components { return Components{p.Child} }
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// Transform returns a GeoM translation of Factor * camera.Centre.
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func (p *Parallax) Transform() (opts ebiten.DrawImageOptions) {
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@ -16,6 +16,7 @@ var (
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Disabler
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Hider
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Prepper
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Scanner
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Transformer
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} = &PrismMap{}
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@ -112,8 +113,8 @@ func (m *PrismMap) Prepare(g *Game) error {
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}
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// Scan returns the Sheet and all the Prisms.
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func (m *PrismMap) Scan() []interface{} {
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c := make([]interface{}, 1, len(m.Map)+1)
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func (m *PrismMap) Scan() Components {
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c := make(Components, 1, len(m.Map)+1)
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c[0] = &m.Sheet
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for _, prism := range m.Map {
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c = append(c, prism)
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@ -29,18 +29,16 @@ func init() {
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gob.Register(&SceneRef{})
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}
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// Scene contains a bunch of components.
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// Scene gives an identity, bounds, and other properties to a collection of
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// components.
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type Scene struct {
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ID
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Bounds // world coordinates
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Components []interface{}
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Bounds // world coordinates
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Components
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Disables
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Hides
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}
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// Scan returns all immediate subcomponents (including the camera, if not nil).
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func (s *Scene) Scan() []interface{} { return s.Components }
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// SceneRef loads a gzipped, gob-encoded Scene from the asset FS.
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// After Load, Scene is usable.
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// This is mostly useful for scenes that refer to other scenes, e.g.
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@ -47,7 +47,7 @@ func (s *Sheet) Prepare(*Game) error {
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}
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// Scan returns the Src.
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func (s *Sheet) Scan() []interface{} { return []interface{}{&s.Src} }
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func (s *Sheet) Scan() Components { return Components{&s.Src} }
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// SubImage returns an *ebiten.Image corresponding to the given cell index.
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func (s *Sheet) SubImage(i int) *ebiten.Image {
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@ -41,8 +41,8 @@ func (s *Sprite) Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
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}
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// Scan returns the Actor and the Sheet.
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func (s *Sprite) Scan() []interface{} {
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return []interface{}{
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func (s *Sprite) Scan() Components {
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return Components{
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&s.Actor,
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&s.Sheet,
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}
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@ -100,8 +100,8 @@ func (t *Tilemap) Load(fs.FS) error {
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}
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// Scan returns a slice containing Src and all non-nil tiles.
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func (t *Tilemap) Scan() []interface{} {
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c := make([]interface{}, 1, len(t.Map)+1)
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func (t *Tilemap) Scan() Components {
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c := make(Components, 1, len(t.Map)+1)
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c[0] = &t.Sheet
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for _, tile := range t.Map {
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c = append(c, tile)
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@ -152,4 +152,4 @@ type AnimatedTile struct {
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func (a *AnimatedTile) Cell() int { return a.anim.Cell() }
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// Scan returns a.anim.
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func (a *AnimatedTile) Scan() []interface{} { return []interface{}{a.anim} }
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func (a *AnimatedTile) Scan() Components { return Components{a.anim} }
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@ -61,8 +61,8 @@ func (w *Wall) CollidesWith(b geom.Box) bool {
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}
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// Scan returns the Sheet and all WallUnits.
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func (w *Wall) Scan() []interface{} {
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c := make([]interface{}, 1, len(w.Units)+1)
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func (w *Wall) Scan() Components {
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c := make(Components, 1, len(w.Units)+1)
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c[0] = &w.Sheet
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for _, unit := range w.Units {
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c = append(c, unit)
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@ -103,7 +103,7 @@ func (u *WallUnit) Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
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}
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// Scan returns the Tile.
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func (u *WallUnit) Scan() []interface{} { return []interface{}{u.Tile} }
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func (u *WallUnit) Scan() Components { return Components{u.Tile} }
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func (u *WallUnit) Transform() (opts ebiten.DrawImageOptions) {
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opts.GeoM.Translate(geom.CFloat(
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13
game/aw.go
13
game/aw.go
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@ -125,7 +125,14 @@ func (aw *Awakeman) realUpdate() error {
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}); err != nil {
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return err
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}
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aw.game.Register(bubble, aw.game.Parent(aw))
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par := aw.game.Parent(aw)
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for p := interface{}(aw); p != nil; p = aw.game.Parent(p) {
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if r, ok := p.(engine.Registrar); ok {
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if err := r.Register(bubble, par); err != nil {
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return err
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}
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}
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}
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if err := engine.PreorderWalk(bubble, func(c, _ interface{}) error {
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if p, ok := c.(engine.Prepper); ok {
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return p.Prepare(aw.game)
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@ -268,7 +275,9 @@ func (aw *Awakeman) Prepare(game *engine.Game) error {
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return nil
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}
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func (aw *Awakeman) Scan() []interface{} { return []interface{}{&aw.Sprite} }
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func (aw *Awakeman) Scan() engine.Components {
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return engine.Components{&aw.Sprite}
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}
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func (aw *Awakeman) String() string {
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return fmt.Sprintf("Awakeman@%v", aw.Sprite.Actor.Pos)
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@ -9,6 +9,12 @@ import (
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"drjosh.dev/gurgle/geom"
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)
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var _ interface {
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engine.Scanner
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engine.Prepper
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engine.Updater
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} = &Bubble{}
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type Bubble struct {
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Life int
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Sprite engine.Sprite
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@ -49,8 +55,8 @@ func NewBubble(pos geom.Int3) *Bubble {
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}
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}
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func (b *Bubble) Scan() []interface{} {
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return []interface{}{&b.Sprite}
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func (b *Bubble) Scan() engine.Components {
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return engine.Components{&b.Sprite}
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}
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func (b *Bubble) String() string {
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@ -12,7 +12,7 @@ func Level1() *engine.Scene {
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return &engine.Scene{
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ID: "level_1",
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Bounds: engine.Bounds(image.Rect(-32, -32, 320+32, 240+32)),
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Components: []interface{}{
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Components: engine.Components{
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&engine.Parallax{
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CameraID: "game_camera",
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Child: &engine.Billboard{
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4
main.go
4
main.go
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@ -68,14 +68,14 @@ func main() {
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Z: math.Sqrt(3),
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},
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Root: &engine.DrawDFS{
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Components: []interface{}{
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Components: engine.Components{
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&engine.Fill{
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ID: "bg_fill",
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Color: color.Gray{100},
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},
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&engine.DrawDAG{
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ChunkSize: 16,
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Components: []interface{}{
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Components: engine.Components{
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&engine.Camera{
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ID: "game_camera",
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Child: lev1,
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Reference in a new issue