change how walk works

This commit is contained in:
Josh Deprez 2021-08-01 16:41:10 +10:00 committed by Josh Deprez
parent 51d9a69a4b
commit cd7b0fae99
3 changed files with 47 additions and 21 deletions

View file

@ -2,6 +2,7 @@ package engine
import (
"encoding/gob"
"errors"
"fmt"
"math"
"os"
@ -12,6 +13,7 @@ import (
)
func init() {
gob.Register(GobDumper{})
gob.Register(PerfDisplay{})
}
@ -30,19 +32,32 @@ func (PerfDisplay) Z() float64 {
// GobDumper waits for a given key combo, then dumps the game into a gob file
// in the current directory.
type GobDumper struct {
combo []ebiten.Key
game ebiten.Game
KeyCombo []ebiten.Key
game *Game
}
func (d GobDumper) Update() error {
for _, key := range d.combo {
func (d *GobDumper) Scan(g *Game) []interface{} {
d.game = g
return nil
}
func (d *GobDumper) Update() error {
for _, key := range d.KeyCombo {
if !ebiten.IsKeyPressed(key) {
return nil
}
}
if d.game == nil {
return errors.New("nil d.game in GobDumper.Update")
}
f, err := os.Create(time.Now().Format("20060102030405.gob"))
if err != nil {
return err
}
return gob.NewEncoder(f).Encode(d.game)
defer f.Close()
if err := gob.NewEncoder(f).Encode(d.game); err != nil {
return err
}
return f.Close()
}

View file

@ -29,7 +29,6 @@ type Game struct {
ScreenHeight int
Scene *Scene
allComponents []interface{}
componentsByID map[string]interface{}
}
@ -51,28 +50,33 @@ func (g *Game) Update() error {
// Component returns the component with a given ID.
func (g *Game) Component(id string) interface{} { return g.componentsByID[id] }
// Walk calls visit with every component, for as long as visit returns true.
func (g *Game) Walk(visit func(interface{}) bool) {
for _, c := range g.allComponents {
if !visit(c) {
// Walk calls v with every component, for as long as visit returns true.
func (g *Game) Walk(v func(interface{}) bool) {
g.walk(g.Scene, v)
}
func (g *Game) walk(c interface{}, v func(interface{}) bool) {
if !v(c) {
return
}
if sc, ok := c.(Scanner); ok {
for _, c := range sc.Scan(g) {
if !v(c) {
return
}
g.walk(c, v)
}
}
}
// Build builds the component database.
func (g *Game) Build() {
byID := make(map[string]interface{})
all := []interface{}{g.Scene}
for offset := 0; offset < len(all); offset++ {
head := all[offset]
if id, ok := head.(IDer); ok {
byID[id.ID()] = head
g.walk(g.Scene, func(c interface{}) bool {
if id, ok := c.(IDer); ok {
byID[id.ID()] = c
}
if sc, ok := head.(Scanner); ok {
all = append(all, sc.Scan(g))
}
}
g.allComponents = all
return true
})
g.componentsByID = byID
}

View file

@ -75,6 +75,12 @@ func main() {
ScreenWidth: screenWidth,
Scene: &engine.Scene{
Components: []interface{}{
&engine.GobDumper{
KeyCombo: []ebiten.Key{
ebiten.KeyControl,
ebiten.KeyD,
},
},
&engine.Tilemap{
Map: tiles,
Src: engine.ImageRef{Path: "assets/boxes.png"},
@ -84,6 +90,7 @@ func main() {
},
},
}
game.Build()
if err := ebiten.RunGame(game); err != nil {
log.Fatalf("Game error: %v", err)