bunch of changes
This commit is contained in:
parent
af70dcaf04
commit
787a05e493
18 changed files with 104 additions and 62 deletions
|
@ -52,7 +52,7 @@ func (b *Billboard) Prepare(g *Game) error {
|
|||
}
|
||||
|
||||
// Scan returns a slice containing Src.
|
||||
func (b *Billboard) Scan() []interface{} { return []interface{}{&b.Src} }
|
||||
func (b *Billboard) Scan() Components { return Components{&b.Src} }
|
||||
|
||||
func (b *Billboard) String() string {
|
||||
return fmt.Sprintf("Billboard@%v", b.Pos)
|
||||
|
|
|
@ -86,7 +86,7 @@ func (c *Camera) Prepare(game *Game) error {
|
|||
}
|
||||
|
||||
// Scan returns s.Child.
|
||||
func (c *Camera) Scan() []interface{} { return []interface{}{c.Child} }
|
||||
func (c *Camera) Scan() Components { return Components{c.Child} }
|
||||
|
||||
// Transform returns the camera transform.
|
||||
func (c *Camera) Transform() (opts ebiten.DrawImageOptions) {
|
||||
|
|
|
@ -14,6 +14,7 @@ var _ interface {
|
|||
DrawManager
|
||||
Hider
|
||||
Prepper
|
||||
Registrar
|
||||
Scanner
|
||||
Updater
|
||||
} = &DrawDAG{}
|
||||
|
@ -24,7 +25,7 @@ var _ interface {
|
|||
// the number of tests between components.
|
||||
type DrawDAG struct {
|
||||
ChunkSize int
|
||||
Components []interface{}
|
||||
Components
|
||||
Hides
|
||||
|
||||
*dag
|
||||
|
@ -110,15 +111,11 @@ func (d *DrawDAG) Prepare(game *Game) error {
|
|||
d.game = game
|
||||
|
||||
// Because Game.LoadAndPrepare calls Prepare in a post-order walk, all the
|
||||
// descendants should be prepared, meaning BoundingBox (hence Add) is likely
|
||||
// to be a safe call.
|
||||
d.addRecursive(d)
|
||||
return nil
|
||||
// descendants should be prepared, meaning BoundingBox (hence Register) is
|
||||
// likely to be a safe call.
|
||||
return d.Register(d, nil)
|
||||
}
|
||||
|
||||
// Scan returns d.Components.
|
||||
func (d *DrawDAG) Scan() []interface{} { return d.Components }
|
||||
|
||||
// Update checks for any changes to descendants, and updates its internal
|
||||
// data structures accordingly.
|
||||
func (d *DrawDAG) Update() error {
|
||||
|
@ -130,20 +127,38 @@ func (d *DrawDAG) Update() error {
|
|||
for db, bb := range d.boxCache {
|
||||
nbb := db.BoundingBox()
|
||||
if bb != nbb {
|
||||
d.Remove(db)
|
||||
d.Unregister(db)
|
||||
readd = append(readd, db)
|
||||
}
|
||||
}
|
||||
for _, db := range readd {
|
||||
d.Add(db)
|
||||
d.Register(db, nil)
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// Add adds a Drawer and any needed edges to the DAG and chunk map. If x is
|
||||
// intended to be a direct subcomponent of d, then the caller must append to
|
||||
// d.Components as well.
|
||||
func (d *DrawDAG) Add(x DrawBoxer) {
|
||||
// Register recursively registers compponent and all descendants that are
|
||||
// DrawBoxers into internal data structures (the DAG, etc) unless they are
|
||||
// descendants of a different DrawManager.
|
||||
func (d *DrawDAG) Register(component, _ interface{}) error {
|
||||
if db, ok := component.(DrawBoxer); ok {
|
||||
d.registerOne(db)
|
||||
}
|
||||
if _, ok := component.(DrawManager); ok && component != d {
|
||||
return nil
|
||||
}
|
||||
if sc, ok := component.(Scanner); ok {
|
||||
for _, x := range sc.Scan() {
|
||||
if err := d.Register(x, nil); err != nil {
|
||||
return err
|
||||
}
|
||||
}
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// registerOne adds component and any needed edges to the DAG and chunk map.
|
||||
func (d *DrawDAG) registerOne(x DrawBoxer) {
|
||||
// Ensure vertex is present
|
||||
d.dag.addVertex(x)
|
||||
|
||||
|
@ -196,24 +211,22 @@ func (d *DrawDAG) Add(x DrawBoxer) {
|
|||
}
|
||||
}
|
||||
|
||||
// addRecursive adds x and all descendants that are DrawBoxers unless they are
|
||||
// descendants of a different DrawManager.
|
||||
func (d *DrawDAG) addRecursive(x interface{}) {
|
||||
if db, ok := x.(DrawBoxer); ok {
|
||||
d.Add(db)
|
||||
// Unregister unregisters the component and all subcomponents.
|
||||
func (d *DrawDAG) Unregister(component interface{}) {
|
||||
if db, ok := component.(DrawBoxer); ok {
|
||||
d.unregisterOne(db)
|
||||
}
|
||||
if _, ok := x.(DrawManager); ok && x != d {
|
||||
if _, ok := component.(DrawManager); ok && component != d {
|
||||
return
|
||||
}
|
||||
if sc, ok := x.(Scanner); ok {
|
||||
if sc, ok := component.(Scanner); ok {
|
||||
for _, x := range sc.Scan() {
|
||||
d.addRecursive(x)
|
||||
d.Unregister(x)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Remove removes a Drawer and all associated edges and metadata.
|
||||
func (d *DrawDAG) Remove(x DrawBoxer) {
|
||||
func (d *DrawDAG) unregisterOne(x DrawBoxer) {
|
||||
// Remove from chunk map
|
||||
revr := d.chunksRev[x]
|
||||
for j := revr.Min.Y; j <= revr.Max.Y; j++ {
|
||||
|
|
|
@ -13,7 +13,7 @@ var _ interface {
|
|||
// through the game tree, without any extra sorting based on Z values or
|
||||
// consideration for DrawOrderer).
|
||||
type DrawDFS struct {
|
||||
Components []interface{}
|
||||
Components
|
||||
Hides
|
||||
}
|
||||
|
||||
|
@ -53,5 +53,3 @@ func (d *DrawDFS) draw(component interface{}, screen *ebiten.Image, opts ebiten.
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (d *DrawDFS) Scan() []interface{} { return d.Components }
|
||||
|
|
|
@ -20,6 +20,7 @@ var _ interface {
|
|||
Hider
|
||||
Identifier
|
||||
Updater
|
||||
Registrar
|
||||
Scanner
|
||||
} = &Game{}
|
||||
|
||||
|
@ -154,7 +155,7 @@ func (g *Game) Query(ancestor interface{}, behaviour reflect.Type) map[interface
|
|||
}
|
||||
|
||||
// Scan returns g.Root.
|
||||
func (g *Game) Scan() []interface{} { return []interface{}{g.Root} }
|
||||
func (g *Game) Scan() Components { return Components{g.Root} }
|
||||
|
||||
// PreorderWalk calls visit with every component and its parent, reachable from
|
||||
// the given component via Scan, for as long as visit returns nil. The parent
|
||||
|
@ -225,7 +226,7 @@ func (g *Game) LoadAndPrepare(assets fs.FS) error {
|
|||
g.byID = make(map[string]Identifier)
|
||||
g.byAB = make(map[abKey]map[interface{}]struct{})
|
||||
g.par = make(map[interface{}]interface{})
|
||||
if err := PreorderWalk(g, g.register); err != nil {
|
||||
if err := PreorderWalk(g, g.registerOne); err != nil {
|
||||
return err
|
||||
}
|
||||
g.dbmu.Unlock()
|
||||
|
@ -261,10 +262,10 @@ func (g *Game) Register(component, parent interface{}) error {
|
|||
g.dbmu.Lock()
|
||||
defer g.dbmu.Unlock()
|
||||
// preorderWalk goes in the right order for registering.
|
||||
return preorderWalk(component, parent, g.register)
|
||||
return preorderWalk(component, parent, g.registerOne)
|
||||
}
|
||||
|
||||
func (g *Game) register(component, parent interface{}) error {
|
||||
func (g *Game) registerOne(component, parent interface{}) error {
|
||||
// register in g.byID if needed
|
||||
if i, ok := component.(Identifier); ok {
|
||||
if id := i.Ident(); id != "" {
|
||||
|
@ -307,11 +308,11 @@ func (g *Game) Unregister(component interface{}) {
|
|||
}
|
||||
g.dbmu.Lock()
|
||||
// postorderWalk goes in the right order for unregistering.
|
||||
postorderWalk(component, nil, g.unregister)
|
||||
postorderWalk(component, nil, g.unregisterOne)
|
||||
g.dbmu.Unlock()
|
||||
}
|
||||
|
||||
func (g *Game) unregister(component, _ interface{}) error {
|
||||
func (g *Game) unregisterOne(component, _ interface{}) error {
|
||||
// unregister from g.byAB, using g.par to trace the path
|
||||
ct := reflect.TypeOf(component)
|
||||
for _, b := range Behaviours {
|
||||
|
|
|
@ -25,6 +25,7 @@ var (
|
|||
IdentifierType = reflect.TypeOf((*Identifier)(nil)).Elem()
|
||||
LoaderType = reflect.TypeOf((*Loader)(nil)).Elem()
|
||||
PrepperType = reflect.TypeOf((*Prepper)(nil)).Elem()
|
||||
RegistrarType = reflect.TypeOf((*Registrar)(nil)).Elem()
|
||||
SaverType = reflect.TypeOf((*Saver)(nil)).Elem()
|
||||
ScannerType = reflect.TypeOf((*Scanner)(nil)).Elem()
|
||||
TransformerType = reflect.TypeOf((*Transformer)(nil)).Elem()
|
||||
|
@ -44,6 +45,7 @@ var (
|
|||
IdentifierType,
|
||||
LoaderType,
|
||||
PrepperType,
|
||||
RegistrarType,
|
||||
SaverType,
|
||||
ScannerType,
|
||||
TransformerType,
|
||||
|
@ -128,6 +130,14 @@ type Prepper interface {
|
|||
Prepare(game *Game) error
|
||||
}
|
||||
|
||||
// Registrar components can register and unregister other components (usually
|
||||
// into internal data structures). Registrars are expected to automatically
|
||||
// register/unregister subcomponents of components (usually recursively).
|
||||
type Registrar interface {
|
||||
Register(component, parent interface{}) error
|
||||
Unregister(component interface{})
|
||||
}
|
||||
|
||||
// Saver components can be saved to disk.
|
||||
type Saver interface {
|
||||
Save() error
|
||||
|
@ -137,7 +147,7 @@ type Saver interface {
|
|||
// (such as when the game component database is constructed).
|
||||
// Scan should return a slice containing all immediate subcomponents.
|
||||
type Scanner interface {
|
||||
Scan() []interface{}
|
||||
Scan() Components
|
||||
}
|
||||
|
||||
// Transformer components can provide draw options to apply to themselves and
|
||||
|
|
|
@ -39,3 +39,9 @@ func (h *Hides) Hide() { *h = true }
|
|||
|
||||
// Show sets h to false.
|
||||
func (h *Hides) Show() { *h = false }
|
||||
|
||||
// Components implements Scan directly (as a slice of interface{}).
|
||||
type Components []interface{}
|
||||
|
||||
// Scan returns c.
|
||||
func (c Components) Scan() Components { return c }
|
||||
|
|
|
@ -39,7 +39,7 @@ func (p *Parallax) Prepare(game *Game) error {
|
|||
}
|
||||
|
||||
// Scan returns the child component.
|
||||
func (p *Parallax) Scan() []interface{} { return []interface{}{p.Child} }
|
||||
func (p *Parallax) Scan() Components { return Components{p.Child} }
|
||||
|
||||
// Transform returns a GeoM translation of Factor * camera.Centre.
|
||||
func (p *Parallax) Transform() (opts ebiten.DrawImageOptions) {
|
||||
|
|
|
@ -16,6 +16,7 @@ var (
|
|||
Disabler
|
||||
Hider
|
||||
Prepper
|
||||
Scanner
|
||||
Transformer
|
||||
} = &PrismMap{}
|
||||
|
||||
|
@ -112,8 +113,8 @@ func (m *PrismMap) Prepare(g *Game) error {
|
|||
}
|
||||
|
||||
// Scan returns the Sheet and all the Prisms.
|
||||
func (m *PrismMap) Scan() []interface{} {
|
||||
c := make([]interface{}, 1, len(m.Map)+1)
|
||||
func (m *PrismMap) Scan() Components {
|
||||
c := make(Components, 1, len(m.Map)+1)
|
||||
c[0] = &m.Sheet
|
||||
for _, prism := range m.Map {
|
||||
c = append(c, prism)
|
||||
|
|
|
@ -29,18 +29,16 @@ func init() {
|
|||
gob.Register(&SceneRef{})
|
||||
}
|
||||
|
||||
// Scene contains a bunch of components.
|
||||
// Scene gives an identity, bounds, and other properties to a collection of
|
||||
// components.
|
||||
type Scene struct {
|
||||
ID
|
||||
Bounds // world coordinates
|
||||
Components []interface{}
|
||||
Components
|
||||
Disables
|
||||
Hides
|
||||
}
|
||||
|
||||
// Scan returns all immediate subcomponents (including the camera, if not nil).
|
||||
func (s *Scene) Scan() []interface{} { return s.Components }
|
||||
|
||||
// SceneRef loads a gzipped, gob-encoded Scene from the asset FS.
|
||||
// After Load, Scene is usable.
|
||||
// This is mostly useful for scenes that refer to other scenes, e.g.
|
||||
|
|
|
@ -47,7 +47,7 @@ func (s *Sheet) Prepare(*Game) error {
|
|||
}
|
||||
|
||||
// Scan returns the Src.
|
||||
func (s *Sheet) Scan() []interface{} { return []interface{}{&s.Src} }
|
||||
func (s *Sheet) Scan() Components { return Components{&s.Src} }
|
||||
|
||||
// SubImage returns an *ebiten.Image corresponding to the given cell index.
|
||||
func (s *Sheet) SubImage(i int) *ebiten.Image {
|
||||
|
|
|
@ -41,8 +41,8 @@ func (s *Sprite) Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
|
|||
}
|
||||
|
||||
// Scan returns the Actor and the Sheet.
|
||||
func (s *Sprite) Scan() []interface{} {
|
||||
return []interface{}{
|
||||
func (s *Sprite) Scan() Components {
|
||||
return Components{
|
||||
&s.Actor,
|
||||
&s.Sheet,
|
||||
}
|
||||
|
|
|
@ -100,8 +100,8 @@ func (t *Tilemap) Load(fs.FS) error {
|
|||
}
|
||||
|
||||
// Scan returns a slice containing Src and all non-nil tiles.
|
||||
func (t *Tilemap) Scan() []interface{} {
|
||||
c := make([]interface{}, 1, len(t.Map)+1)
|
||||
func (t *Tilemap) Scan() Components {
|
||||
c := make(Components, 1, len(t.Map)+1)
|
||||
c[0] = &t.Sheet
|
||||
for _, tile := range t.Map {
|
||||
c = append(c, tile)
|
||||
|
@ -152,4 +152,4 @@ type AnimatedTile struct {
|
|||
func (a *AnimatedTile) Cell() int { return a.anim.Cell() }
|
||||
|
||||
// Scan returns a.anim.
|
||||
func (a *AnimatedTile) Scan() []interface{} { return []interface{}{a.anim} }
|
||||
func (a *AnimatedTile) Scan() Components { return Components{a.anim} }
|
||||
|
|
|
@ -61,8 +61,8 @@ func (w *Wall) CollidesWith(b geom.Box) bool {
|
|||
}
|
||||
|
||||
// Scan returns the Sheet and all WallUnits.
|
||||
func (w *Wall) Scan() []interface{} {
|
||||
c := make([]interface{}, 1, len(w.Units)+1)
|
||||
func (w *Wall) Scan() Components {
|
||||
c := make(Components, 1, len(w.Units)+1)
|
||||
c[0] = &w.Sheet
|
||||
for _, unit := range w.Units {
|
||||
c = append(c, unit)
|
||||
|
@ -103,7 +103,7 @@ func (u *WallUnit) Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
|
|||
}
|
||||
|
||||
// Scan returns the Tile.
|
||||
func (u *WallUnit) Scan() []interface{} { return []interface{}{u.Tile} }
|
||||
func (u *WallUnit) Scan() Components { return Components{u.Tile} }
|
||||
|
||||
func (u *WallUnit) Transform() (opts ebiten.DrawImageOptions) {
|
||||
opts.GeoM.Translate(geom.CFloat(
|
||||
|
|
13
game/aw.go
13
game/aw.go
|
@ -125,7 +125,14 @@ func (aw *Awakeman) realUpdate() error {
|
|||
}); err != nil {
|
||||
return err
|
||||
}
|
||||
aw.game.Register(bubble, aw.game.Parent(aw))
|
||||
par := aw.game.Parent(aw)
|
||||
for p := interface{}(aw); p != nil; p = aw.game.Parent(p) {
|
||||
if r, ok := p.(engine.Registrar); ok {
|
||||
if err := r.Register(bubble, par); err != nil {
|
||||
return err
|
||||
}
|
||||
}
|
||||
}
|
||||
if err := engine.PreorderWalk(bubble, func(c, _ interface{}) error {
|
||||
if p, ok := c.(engine.Prepper); ok {
|
||||
return p.Prepare(aw.game)
|
||||
|
@ -268,7 +275,9 @@ func (aw *Awakeman) Prepare(game *engine.Game) error {
|
|||
return nil
|
||||
}
|
||||
|
||||
func (aw *Awakeman) Scan() []interface{} { return []interface{}{&aw.Sprite} }
|
||||
func (aw *Awakeman) Scan() engine.Components {
|
||||
return engine.Components{&aw.Sprite}
|
||||
}
|
||||
|
||||
func (aw *Awakeman) String() string {
|
||||
return fmt.Sprintf("Awakeman@%v", aw.Sprite.Actor.Pos)
|
||||
|
|
|
@ -9,6 +9,12 @@ import (
|
|||
"drjosh.dev/gurgle/geom"
|
||||
)
|
||||
|
||||
var _ interface {
|
||||
engine.Scanner
|
||||
engine.Prepper
|
||||
engine.Updater
|
||||
} = &Bubble{}
|
||||
|
||||
type Bubble struct {
|
||||
Life int
|
||||
Sprite engine.Sprite
|
||||
|
@ -49,8 +55,8 @@ func NewBubble(pos geom.Int3) *Bubble {
|
|||
}
|
||||
}
|
||||
|
||||
func (b *Bubble) Scan() []interface{} {
|
||||
return []interface{}{&b.Sprite}
|
||||
func (b *Bubble) Scan() engine.Components {
|
||||
return engine.Components{&b.Sprite}
|
||||
}
|
||||
|
||||
func (b *Bubble) String() string {
|
||||
|
|
|
@ -12,7 +12,7 @@ func Level1() *engine.Scene {
|
|||
return &engine.Scene{
|
||||
ID: "level_1",
|
||||
Bounds: engine.Bounds(image.Rect(-32, -32, 320+32, 240+32)),
|
||||
Components: []interface{}{
|
||||
Components: engine.Components{
|
||||
&engine.Parallax{
|
||||
CameraID: "game_camera",
|
||||
Child: &engine.Billboard{
|
||||
|
|
4
main.go
4
main.go
|
@ -68,14 +68,14 @@ func main() {
|
|||
Z: math.Sqrt(3),
|
||||
},
|
||||
Root: &engine.DrawDFS{
|
||||
Components: []interface{}{
|
||||
Components: engine.Components{
|
||||
&engine.Fill{
|
||||
ID: "bg_fill",
|
||||
Color: color.Gray{100},
|
||||
},
|
||||
&engine.DrawDAG{
|
||||
ChunkSize: 16,
|
||||
Components: []interface{}{
|
||||
Components: engine.Components{
|
||||
&engine.Camera{
|
||||
ID: "game_camera",
|
||||
Child: lev1,
|
||||
|
|
Loading…
Reference in a new issue