how to load from a file

This commit is contained in:
Josh Deprez 2021-08-25 15:04:38 +10:00
parent b38aadee74
commit d10d57a3dc
17 changed files with 141 additions and 99 deletions

View file

@ -12,7 +12,7 @@ var _ Prepper = &Actor{}
var errCollision = errors.New("collision detected") var errCollision = errors.New("collision detected")
func init() { func init() {
gob.Register(Actor{}) gob.Register(&Actor{})
} }
// Thorson-style movement: // Thorson-style movement:

View file

@ -1,8 +1,14 @@
package engine package engine
import "encoding/gob"
// Ensure Anim satisfies Animer. // Ensure Anim satisfies Animer.
var _ Animer = &Anim{} var _ Animer = &Anim{}
func init() {
gob.Register(&Anim{})
}
// AnimFrame describes a frame in an animation. // AnimFrame describes a frame in an animation.
type AnimFrame struct { type AnimFrame struct {
Frame int // show this frame Frame int // show this frame

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@ -13,7 +13,7 @@ var (
) )
func init() { func init() {
gob.Register(AnimRef{}) gob.Register(&AnimRef{})
} }
// AnimRef manages an Anim using a premade AnimDef from the cache. // AnimRef manages an Anim using a premade AnimDef from the cache.

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@ -5,6 +5,7 @@ import (
"encoding/gob" "encoding/gob"
"image" "image"
"io/fs" "io/fs"
"os"
"github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2"
) )
@ -38,6 +39,28 @@ func loadGobz(dst interface{}, assets fs.FS, path string) error {
return gob.NewDecoder(gz).Decode(dst) return gob.NewDecoder(gz).Decode(dst)
} }
// SaveGobz takes an object, gob-encodes it, gzips it, and writes to disk.
func SaveGobz(src interface{}, name string) error {
f, err := os.CreateTemp(".", name)
if err != nil {
return err
}
defer os.Remove(f.Name())
defer f.Close()
gz := gzip.NewWriter(f)
if err := gob.NewEncoder(gz).Encode(src); err != nil {
return err
}
if err := gz.Close(); err != nil {
return err
}
if err := f.Close(); err != nil {
return err
}
return os.Rename(f.Name(), name)
}
// ImageRef loads images from the AssetFS into *ebiten.Image form. // ImageRef loads images from the AssetFS into *ebiten.Image form.
// It is your responsibility to import _ "image/..." for whatever // It is your responsibility to import _ "image/..." for whatever
// format the files are in, and to load it (either return it as a // format the files are in, and to load it (either return it as a

View file

@ -17,7 +17,7 @@ var (
) )
func init() { func init() {
gob.Register(Camera{}) gob.Register(&Camera{})
} }
// Camera models a camera that is viewing a scene. // Camera models a camera that is viewing a scene.

View file

@ -24,8 +24,8 @@ var (
) )
func init() { func init() {
gob.Register(GobDumper{}) gob.Register(&GobDumper{})
gob.Register(PerfDisplay{}) gob.Register(&PerfDisplay{})
} }
// DebugToast debugprints a string for a while, then disappears. // DebugToast debugprints a string for a while, then disappears.

View file

@ -1,6 +1,7 @@
package engine package engine
import ( import (
"encoding/gob"
"image/color" "image/color"
"github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2"
@ -9,6 +10,12 @@ import (
// Ensure Fill satisfies Drawer. // Ensure Fill satisfies Drawer.
var _ Drawer = &Fill{} var _ Drawer = &Fill{}
func init() {
gob.Register(Fill{})
gob.Register(color.Gray{})
gob.Register(color.RGBA{})
}
// Fill fills the screen with a colour. // Fill fills the screen with a colour.
type Fill struct { type Fill struct {
ID ID

View file

@ -8,7 +8,7 @@ import (
) )
func init() { func init() {
gob.Register(Game{}) gob.Register(&Game{})
} }
// Game implements the ebiten methods using a collection of components. // Game implements the ebiten methods using a collection of components.

View file

@ -17,7 +17,7 @@ var (
) )
func init() { func init() {
gob.Register(Image{}) gob.Register(&Image{})
} }
// Image draws an image at a position. // Image draws an image at a position.

View file

@ -12,7 +12,7 @@ import (
var _ Scener = &Scene{} var _ Scener = &Scene{}
func init() { func init() {
gob.Register(Scene{}) gob.Register(&Scene{})
} }
// Scene manages drawing and updating a bunch of components. // Scene manages drawing and updating a bunch of components.

View file

@ -24,7 +24,7 @@ func init() {
// //
// var sc = &Scene{ // var sc = &Scene{
// Components: []interface{}{ // Components: []interface{}{
// SceneRef{Path: "assets/foo.gob.gz"} // inflated at Load time // &SceneRef{Path: "assets/foo.gob.gz"} // inflated at Load time
// }, // },
// } // }
type SceneRef struct { type SceneRef struct {

View file

@ -8,7 +8,7 @@ import (
var _ Collider = SolidRect{} var _ Collider = SolidRect{}
func init() { func init() {
gob.Register(SolidRect{}) gob.Register(&SolidRect{})
} }
type SolidRect struct { type SolidRect struct {

View file

@ -17,7 +17,7 @@ var (
) )
func init() { func init() {
gob.Register(Sprite{}) gob.Register(&Sprite{})
} }
// Sprite combines an Actor with the ability to Draw from a single spritesheet. // Sprite combines an Actor with the ability to Draw from a single spritesheet.

View file

@ -19,9 +19,9 @@ var (
) )
func init() { func init() {
gob.Register(AnimatedTile{}) gob.Register(&AnimatedTile{})
gob.Register(StaticTile(0)) gob.Register(StaticTile(0))
gob.Register(Tilemap{}) gob.Register(&Tilemap{})
} }
// Tilemap renders a grid of tiles. // Tilemap renders a grid of tiles.

BIN
game/assets/level1.gobz Normal file

Binary file not shown.

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@ -11,7 +11,7 @@ import (
) )
func init() { func init() {
gob.Register(Awakeman{}) gob.Register(&Awakeman{})
} }
type Awakeman struct { type Awakeman struct {

View file

@ -16,6 +16,7 @@ func main() {
ebiten.SetWindowSize(640, 480) ebiten.SetWindowSize(640, 480)
ebiten.SetWindowTitle("TODO") ebiten.SetWindowTitle("TODO")
if false {
redTileAnim := &engine.Anim{Frames: []engine.AnimFrame{ redTileAnim := &engine.Anim{Frames: []engine.AnimFrame{
{Frame: 3, Duration: 12}, {Frame: 3, Duration: 12},
{Frame: 4, Duration: 12}, {Frame: 4, Duration: 12},
@ -107,6 +108,11 @@ func main() {
}, },
} }
if err := engine.SaveGobz(level1, "level1.gobz"); err != nil {
log.Fatalf("Couldn't save level1.gobz: %v", err)
}
}
g := &engine.Game{ g := &engine.Game{
ScreenHeight: 240, ScreenHeight: 240,
ScreenWidth: 320, ScreenWidth: 320,
@ -118,7 +124,7 @@ func main() {
}, },
&engine.Camera{ &engine.Camera{
ID: "game_camera", ID: "game_camera",
Scene: level1, Scene: &engine.SceneRef{Path: "assets/level1.gobz"},
}, },
&engine.DebugToast{ &engine.DebugToast{
ID: "toast", ID: "toast",