Scener
This commit is contained in:
parent
946b76df9a
commit
b5792d3c8a
6 changed files with 35 additions and 32 deletions
|
@ -55,6 +55,7 @@ type ImageRef struct {
|
|||
|
||||
// Image returns the image. If it hasn't been loaded yet, it loads.
|
||||
// Multiple distinct ImageRefs can use the same path.
|
||||
// TODO: adopt Loader?
|
||||
func (r *ImageRef) Image() *ebiten.Image {
|
||||
if r.image != nil {
|
||||
return r.image
|
||||
|
@ -78,6 +79,7 @@ func (r *ImageRef) Image() *ebiten.Image {
|
|||
}
|
||||
|
||||
// SceneRef loads a gzipped, gob-encoded Scene from the asset FS.
|
||||
// After Load, Scene is usable.
|
||||
type SceneRef struct {
|
||||
Path string
|
||||
|
||||
|
@ -101,17 +103,12 @@ func (r *SceneRef) Load() error {
|
|||
if err := gob.NewDecoder(gz).Decode(sc); err != nil {
|
||||
return err
|
||||
}
|
||||
if err := sc.Load(); err != nil {
|
||||
return err
|
||||
}
|
||||
r.scene = sc
|
||||
return sc.Load()
|
||||
return nil
|
||||
}
|
||||
|
||||
// Implement Scener by forwarding all the other calls to r.scene
|
||||
|
||||
func (r SceneRef) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
|
||||
r.scene.Draw(screen, opts)
|
||||
}
|
||||
func (r SceneRef) DrawOrder() float64 { return r.scene.DrawOrder() }
|
||||
func (r SceneRef) Ident() string { return r.scene.Ident() }
|
||||
func (r SceneRef) Prepare(g *Game) { r.scene.Prepare(g) }
|
||||
func (r SceneRef) Scan() []interface{} { return r.scene.Scan() }
|
||||
func (r SceneRef) Update() error { return r.scene.Update() }
|
||||
// Scene returns the loaded scene, or nil if not yet loaded.
|
||||
func (r SceneRef) Scene() *Scene { return r.scene }
|
||||
|
|
|
@ -84,7 +84,7 @@ func (c *Camera) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
|
|||
comm.Concat(opts.GeoM)
|
||||
|
||||
// Draw everything.
|
||||
for _, i := range c.Scene.Components {
|
||||
for _, i := range c.Scene.Scan() {
|
||||
if d, ok := i.(Drawer); ok {
|
||||
pf := 1.0
|
||||
if s, ok := i.(ParallaxScaler); ok {
|
||||
|
@ -106,5 +106,5 @@ func (c *Camera) Update() error { return c.Scene.Update() }
|
|||
// Scan returns the only child (c.Scene).
|
||||
func (c *Camera) Scan() []interface{} { return []interface{}{c.Scene} }
|
||||
|
||||
// Prepare grabs a copy of game.
|
||||
// Prepare grabs a copy of game (needed for screen dimensions)
|
||||
func (c *Camera) Prepare(game *Game) { c.game = game }
|
||||
|
|
|
@ -14,19 +14,19 @@ func init() {
|
|||
type Game struct {
|
||||
ScreenWidth int
|
||||
ScreenHeight int
|
||||
Scene *Scene
|
||||
Scener
|
||||
|
||||
componentsByID map[string]interface{}
|
||||
}
|
||||
|
||||
// Draw draws the entire thing, with default draw options.
|
||||
func (g *Game) Draw(screen *ebiten.Image) {
|
||||
g.Scene.Draw(screen, ebiten.DrawImageOptions{})
|
||||
g.Scene().Draw(screen, ebiten.DrawImageOptions{})
|
||||
}
|
||||
|
||||
// Update updates the current scene.
|
||||
func (g *Game) Update() error {
|
||||
return g.Scene.Update()
|
||||
return g.Scene().Update()
|
||||
}
|
||||
|
||||
// Layout returns the configured screen width/height.
|
||||
|
@ -86,10 +86,10 @@ func Walk(c interface{}, v func(interface{}) error) error {
|
|||
return nil
|
||||
}
|
||||
|
||||
// PrepareToRun builds the component database (using Walk) and then calls
|
||||
// Prepare on every Preparer. You must call PrepareToRun before passing to
|
||||
// ebiten.RunGame.
|
||||
func (g *Game) PrepareToRun() {
|
||||
// Prepare builds the component database (using Walk) and then calls
|
||||
// Prepare on every Preparer. You must call Prepare before any calls
|
||||
// to Component.
|
||||
func (g *Game) Prepare() {
|
||||
g.componentsByID = make(map[string]interface{})
|
||||
Walk(g, func(c interface{}) error {
|
||||
g.RegisterComponent(c)
|
||||
|
|
|
@ -18,7 +18,7 @@ type Drawer interface {
|
|||
Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions)
|
||||
}
|
||||
|
||||
// DrawOrderer is used to reorder layers.
|
||||
// DrawOrderer components can provide a number for determining draw order.
|
||||
type DrawOrderer interface {
|
||||
DrawOrder() float64
|
||||
}
|
||||
|
@ -55,16 +55,10 @@ type Scanner interface {
|
|||
Scan() []interface{}
|
||||
}
|
||||
|
||||
// Scener components do everything that a Scene can. The other implementation
|
||||
// is SceneRef.
|
||||
// Scener components are a scene (Scene or SceneRef).
|
||||
type Scener interface {
|
||||
Drawer
|
||||
DrawOrderer
|
||||
Identifier
|
||||
Loader
|
||||
Prepper
|
||||
Scanner
|
||||
Updater
|
||||
Scene() *Scene
|
||||
}
|
||||
|
||||
// Updater components can update themselves. Update is called repeatedly.
|
||||
|
|
|
@ -10,7 +10,16 @@ import (
|
|||
)
|
||||
|
||||
// Ensure Scene satisfies Scener.
|
||||
var _ Scener = &Scene{}
|
||||
var (
|
||||
_ Drawer = &Scene{}
|
||||
_ DrawOrderer = &Scene{}
|
||||
_ Identifier = &Scene{}
|
||||
_ Loader = &Scene{}
|
||||
_ Scanner = &Scene{}
|
||||
_ Scener = &Scene{}
|
||||
_ Prepper = &Scene{}
|
||||
_ Updater = &Scene{}
|
||||
)
|
||||
|
||||
func init() {
|
||||
gob.Register(Scene{})
|
||||
|
@ -73,6 +82,9 @@ func (s *Scene) sortByDrawOrder() {
|
|||
// Scan returns all immediate subcomponents.
|
||||
func (s *Scene) Scan() []interface{} { return s.Components }
|
||||
|
||||
// Scene returns itself.
|
||||
func (s *Scene) Scene() *Scene { return s }
|
||||
|
||||
// Update calls Update on all Updater components.
|
||||
func (s *Scene) Update() error {
|
||||
if s.Disabled {
|
||||
|
|
4
main.go
4
main.go
|
@ -102,7 +102,7 @@ func main() {
|
|||
game := &engine.Game{
|
||||
ScreenHeight: 240,
|
||||
ScreenWidth: 320,
|
||||
Scene: &engine.Scene{
|
||||
Scener: &engine.Scene{
|
||||
ID: "root",
|
||||
Components: []interface{}{
|
||||
&engine.GobDumper{
|
||||
|
@ -116,7 +116,7 @@ func main() {
|
|||
},
|
||||
},
|
||||
}
|
||||
game.PrepareToRun()
|
||||
game.Prepare()
|
||||
|
||||
if err := ebiten.RunGame(game); err != nil {
|
||||
log.Fatalf("Game error: %v", err)
|
||||
|
|
Loading…
Reference in a new issue