From b0520114eec1e5b6c7ea54d0aa266d5313748f91 Mon Sep 17 00:00:00 2001 From: Josh Deprez Date: Sat, 28 Aug 2021 18:14:37 +1000 Subject: [PATCH] query takes ids; game has an id --- engine/actor.go | 2 +- engine/game.go | 25 ++++++++++++++++++++----- engine/repl.go | 9 ++------- 3 files changed, 23 insertions(+), 13 deletions(-) diff --git a/engine/actor.go b/engine/actor.go index 9c73bcf..7fa1fc0 100644 --- a/engine/actor.go +++ b/engine/actor.go @@ -81,7 +81,7 @@ func (a *Actor) MoveY(dy float64, onCollide func()) { } func (a *Actor) Prepare(g *Game) error { - cs := g.Query(g.Component(a.CollisionDomain), ColliderType) + cs := g.Query(a.CollisionDomain, ColliderType) a.collisionDomain = make([]Collider, 0, len(cs)) for _, c := range cs { a.collisionDomain = append(a.collisionDomain, c.(Collider)) diff --git a/engine/game.go b/engine/game.go index 6b38373..8d483f3 100644 --- a/engine/game.go +++ b/engine/game.go @@ -10,6 +10,14 @@ import ( "github.com/hajimehoshi/ebiten/v2" ) +var _ interface { + Disabler + Hider + Identifier + Updater + Scanner +} = &Game{} + func init() { gob.Register(&Game{}) } @@ -30,7 +38,7 @@ type Game struct { } type dexKey struct { - ancestor interface{} + ancestor string behaviour reflect.Type } @@ -55,6 +63,9 @@ func (g *Game) Update() error { return g.Root.Update() } +// Ident returns "__GAME__". +func (g *Game) Ident() string { return "__GAME__" } + // Component returns the component with a given ID, or nil if there is none. // This only returns sensible values after LoadAndPrepare. func (g *Game) Component(id string) Identifier { @@ -66,10 +77,10 @@ func (g *Game) Component(id string) Identifier { // Query looks for components having both a given ancestor and implementing // a given behaviour (see Behaviors in interface.go). This only returns sensible // values after LoadAndPrepare. Note that every component is its own ancestor. -func (g *Game) Query(ancestor interface{}, behaviour reflect.Type) []interface{} { +func (g *Game) Query(ancestorID string, behaviour reflect.Type) []interface{} { g.dbmu.RLock() defer g.dbmu.RUnlock() - return g.dex[dexKey{ancestor, behaviour}] + return g.dex[dexKey{ancestorID, behaviour}] } // Scan implements Scanner. @@ -123,7 +134,7 @@ func (g *Game) LoadAndPrepare(assets fs.FS) error { g.dbmu.Unlock() // Prepare all the Preppers - for _, p := range g.Query(g, PrepperType) { + for _, p := range g.Query(g.Ident(), PrepperType) { if err := p.(Prepper).Prepare(g); err != nil { return err } @@ -140,7 +151,11 @@ func (g *Game) registerComponent(c interface{}, path []interface{}) error { } // TODO: sub-quadratic? for _, p := range append(path, c) { - k := dexKey{p, b} + i, ok := p.(Identifier) + if !ok || i.Ident() == "" { + continue + } + k := dexKey{i.Ident(), b} g.dex[k] = append(g.dex[k], c) } } diff --git a/engine/repl.go b/engine/repl.go index 368b205..e568189 100644 --- a/engine/repl.go +++ b/engine/repl.go @@ -117,14 +117,9 @@ func (g *Game) cmdQuery(dst io.Writer, argv []string) { fmt.Fprintf(dst, "Unknown behaviour %q\n", argv[1]) } - ances := interface{}(g) + ances := g.Ident() if len(argv) == 3 { - id := argv[2] - ances = g.Component(id) - if ances == nil { - fmt.Fprintf(dst, "Component %q not found\n", id) - return - } + ances = argv[2] } x := g.Query(ances, behav)