walking and colliding

This commit is contained in:
Josh Deprez 2021-08-27 13:56:50 +10:00
parent a19cdfdf6f
commit b65e5043ab
4 changed files with 63 additions and 42 deletions

View file

@ -2,14 +2,15 @@ package engine
import (
"encoding/gob"
"errors"
"fmt"
"image"
)
// Ensure Actor satisfies interfaces.
var _ Prepper = &Actor{}
var errCollision = errors.New("collision detected")
var _ interface {
Bounder
Prepper
} = &Actor{}
func init() {
gob.Register(&Actor{})
@ -28,14 +29,17 @@ type Actor struct {
xRem, yRem float64
}
func (a *Actor) BoundingRect() image.Rectangle { return image.Rectangle{a.Pos, a.Pos.Add(a.Size)} }
func (a *Actor) CollidesAt(p image.Point) bool {
return nil != Walk(a.collisionDomain, func(c interface{}) error {
bounds := image.Rectangle{Min: p, Max: p.Add(a.Size)}
return nil != Walk(a.collisionDomain, func(c interface{}, _ []interface{}) error {
coll, ok := c.(Collider)
if !ok {
return nil
}
if coll.CollidesWith(image.Rectangle{Min: p, Max: p.Add(a.Size)}) {
return errCollision
if coll.CollidesWith(bounds) {
return Collision{With: coll}
}
return nil
})
@ -91,3 +95,13 @@ func sign(m int) int {
}
return 1
}
// Collision reports a collision occurred.
type Collision struct {
With Collider
}
// Error is really only to implement the error interface.
func (c Collision) Error() string {
return fmt.Sprintf("collision with %v", c.With)
}

View file

@ -23,8 +23,13 @@ type Game struct {
ScreenHeight int
Root DrawUpdater // typically a *Scene or SceneRef though
// Components by ID
dbmu sync.RWMutex
db map[string]interface{}
// Collision domains - all Collider subcomponents
cdmu sync.RWMutex
cd map[string]map[Collider]struct{}
}
// Draw draws the entire thing, with default draw options.
@ -93,53 +98,63 @@ func (g *Game) Component(id string) interface{} {
// Scan implements Scanner.
func (g *Game) Scan() []interface{} { return []interface{}{g.Root} }
// Walk calls v with every component reachable from c via Scan, recursively,
// for as long as visit returns nil.
func Walk(c interface{}, v func(interface{}) error) error {
if err := v(c); err != nil {
// Walk calls v with every path of components reachable from c via Scan, for as
// long as visit returns nil.
func Walk(c interface{}, v func(interface{}, []interface{}) error) error {
return walk(c, nil, v)
}
func walk(c interface{}, p []interface{}, v func(interface{}, []interface{}) error) error {
if err := v(c, p); err != nil {
return err
}
sc, ok := c.(Scanner)
if !ok {
return nil
}
p = append(p, c)
for _, c := range sc.Scan() {
if err := Walk(c, v); err != nil {
if err := walk(c, p, v); err != nil {
return err
}
}
return nil
}
// Load calls Load on all Loaders reachable via Scan (using Walk).
// It stops on the first error.
func (g *Game) Load(assets fs.FS) error {
return Walk(g.Root, func(c interface{}) error {
// LoadAndPrepare first calls Load on all Loaders. Once loading is complete,
// it builds the component database and then calls Prepare on every Preparer.
// You must call Prepare before any calls
// to Component. You may call Prepare again (e.g. as an alternative to
// fastidiously calling RegisterComponent/UnregisterComponent).
func (g *Game) LoadAndPrepare(assets fs.FS) error {
if err := Walk(g.Root, func(c interface{}, _ []interface{}) error {
l, ok := c.(Loader)
if !ok {
return nil
}
return l.Load(assets)
})
}
}); err != nil {
return err
}
g.cdmu.Lock()
g.cd = make(map[string]map[Collider]struct{})
g.cdmu.Unlock()
// Prepare builds the component database (using Walk) and then calls
// Prepare on every Preparer. You must call Prepare before any calls
// to Component. You may call Prepare again (e.g. as an alternative to
// fastidiously calling RegisterComponent/UnregisterComponent).
func (g *Game) Prepare() {
g.dbmu.Lock()
g.db = make(map[string]interface{})
g.dbmu.Unlock()
// Moment in time where db is empty... whatev.
Walk(g.Root, func(c interface{}) error {
// -> here <- is the moment in time where db is empty.
Walk(g.Root, func(c interface{}, p []interface{}) error {
g.RegisterComponent(c)
return nil
})
Walk(g.Root, func(c interface{}) error {
Walk(g.Root, func(c interface{}, _ []interface{}) error {
if p, ok := c.(Prepper); ok {
p.Prepare(g)
}
return nil
})
return nil
}

View file

@ -62,11 +62,10 @@ func (g *Game) cmdSave(dst io.Writer, argv []string) {
func (g *Game) cmdReload(dst io.Writer, assets fs.FS) {
g.Disable()
g.Hide()
if err := g.Load(assets); err != nil {
if err := g.LoadAndPrepare(assets); err != nil {
fmt.Fprintf(dst, "Couldn't load: %v\n", err)
return
}
g.Prepare()
g.Enable()
g.Show()
}
@ -84,11 +83,10 @@ func (g *Game) cmdTree(dst io.Writer, argv []string) {
return
}
}
var walk func(interface{}, int)
walk = func(c interface{}, depth int) {
Walk(c, func(c interface{}, p []interface{}) error {
indent := ""
if depth > 0 {
indent = strings.Repeat(" ", depth-1) + "↳ "
if len(p) > 0 {
indent = strings.Repeat(" ", len(p)-1) + "↳ "
}
i, ok := c.(Identifier)
if ok {
@ -96,11 +94,6 @@ func (g *Game) cmdTree(dst io.Writer, argv []string) {
} else {
fmt.Fprintf(dst, "%s%T\n", indent, c)
}
if s, ok := c.(Scanner); ok {
for _, d := range s.Scan() {
walk(d, depth+1)
}
}
}
walk(c, 0)
return nil
})
}

View file

@ -42,10 +42,9 @@ func main() {
},
},
}
if err := g.Load(game.Assets); err != nil {
log.Fatalf("Loading error: %v", err)
if err := g.LoadAndPrepare(game.Assets); err != nil {
log.Fatalf("Loading/preparing error: %v", err)
}
g.Prepare()
if runtime.GOOS != "js" {
// Run a repl on the console.