how to load from a file
This commit is contained in:
parent
b38aadee74
commit
d10d57a3dc
17 changed files with 141 additions and 99 deletions
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@ -12,7 +12,7 @@ var _ Prepper = &Actor{}
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var errCollision = errors.New("collision detected")
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func init() {
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gob.Register(Actor{})
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gob.Register(&Actor{})
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}
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// Thorson-style movement:
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@ -1,8 +1,14 @@
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package engine
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import "encoding/gob"
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// Ensure Anim satisfies Animer.
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var _ Animer = &Anim{}
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func init() {
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gob.Register(&Anim{})
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}
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// AnimFrame describes a frame in an animation.
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type AnimFrame struct {
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Frame int // show this frame
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@ -13,7 +13,7 @@ var (
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)
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func init() {
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gob.Register(AnimRef{})
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gob.Register(&AnimRef{})
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}
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// AnimRef manages an Anim using a premade AnimDef from the cache.
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@ -5,6 +5,7 @@ import (
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"encoding/gob"
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"image"
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"io/fs"
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"os"
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"github.com/hajimehoshi/ebiten/v2"
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)
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@ -38,6 +39,28 @@ func loadGobz(dst interface{}, assets fs.FS, path string) error {
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return gob.NewDecoder(gz).Decode(dst)
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}
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// SaveGobz takes an object, gob-encodes it, gzips it, and writes to disk.
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func SaveGobz(src interface{}, name string) error {
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f, err := os.CreateTemp(".", name)
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if err != nil {
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return err
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}
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defer os.Remove(f.Name())
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defer f.Close()
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gz := gzip.NewWriter(f)
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if err := gob.NewEncoder(gz).Encode(src); err != nil {
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return err
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}
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if err := gz.Close(); err != nil {
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return err
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}
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if err := f.Close(); err != nil {
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return err
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}
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return os.Rename(f.Name(), name)
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}
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// ImageRef loads images from the AssetFS into *ebiten.Image form.
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// It is your responsibility to import _ "image/..." for whatever
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// format the files are in, and to load it (either return it as a
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@ -17,7 +17,7 @@ var (
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)
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func init() {
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gob.Register(Camera{})
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gob.Register(&Camera{})
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}
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// Camera models a camera that is viewing a scene.
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@ -24,8 +24,8 @@ var (
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)
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func init() {
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gob.Register(GobDumper{})
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gob.Register(PerfDisplay{})
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gob.Register(&GobDumper{})
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gob.Register(&PerfDisplay{})
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}
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// DebugToast debugprints a string for a while, then disappears.
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@ -1,6 +1,7 @@
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package engine
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import (
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"encoding/gob"
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"image/color"
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"github.com/hajimehoshi/ebiten/v2"
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@ -9,6 +10,12 @@ import (
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// Ensure Fill satisfies Drawer.
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var _ Drawer = &Fill{}
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func init() {
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gob.Register(Fill{})
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gob.Register(color.Gray{})
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gob.Register(color.RGBA{})
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}
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// Fill fills the screen with a colour.
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type Fill struct {
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ID
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@ -8,7 +8,7 @@ import (
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)
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func init() {
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gob.Register(Game{})
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gob.Register(&Game{})
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}
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// Game implements the ebiten methods using a collection of components.
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@ -17,7 +17,7 @@ var (
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)
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func init() {
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gob.Register(Image{})
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gob.Register(&Image{})
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}
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// Image draws an image at a position.
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@ -12,7 +12,7 @@ import (
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var _ Scener = &Scene{}
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func init() {
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gob.Register(Scene{})
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gob.Register(&Scene{})
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}
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// Scene manages drawing and updating a bunch of components.
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@ -24,7 +24,7 @@ func init() {
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//
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// var sc = &Scene{
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// Components: []interface{}{
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// SceneRef{Path: "assets/foo.gob.gz"} // inflated at Load time
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// &SceneRef{Path: "assets/foo.gob.gz"} // inflated at Load time
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// },
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// }
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type SceneRef struct {
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@ -8,7 +8,7 @@ import (
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var _ Collider = SolidRect{}
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func init() {
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gob.Register(SolidRect{})
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gob.Register(&SolidRect{})
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}
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type SolidRect struct {
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@ -17,7 +17,7 @@ var (
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)
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func init() {
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gob.Register(Sprite{})
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gob.Register(&Sprite{})
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}
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// Sprite combines an Actor with the ability to Draw from a single spritesheet.
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@ -19,9 +19,9 @@ var (
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)
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func init() {
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gob.Register(AnimatedTile{})
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gob.Register(&AnimatedTile{})
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gob.Register(StaticTile(0))
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gob.Register(Tilemap{})
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gob.Register(&Tilemap{})
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}
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// Tilemap renders a grid of tiles.
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BIN
game/assets/level1.gobz
Normal file
BIN
game/assets/level1.gobz
Normal file
Binary file not shown.
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@ -11,7 +11,7 @@ import (
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)
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func init() {
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gob.Register(Awakeman{})
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gob.Register(&Awakeman{})
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}
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type Awakeman struct {
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8
main.go
8
main.go
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@ -16,6 +16,7 @@ func main() {
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ebiten.SetWindowSize(640, 480)
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ebiten.SetWindowTitle("TODO")
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if false {
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redTileAnim := &engine.Anim{Frames: []engine.AnimFrame{
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{Frame: 3, Duration: 12},
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{Frame: 4, Duration: 12},
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@ -107,6 +108,11 @@ func main() {
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},
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}
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if err := engine.SaveGobz(level1, "level1.gobz"); err != nil {
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log.Fatalf("Couldn't save level1.gobz: %v", err)
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}
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}
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g := &engine.Game{
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ScreenHeight: 240,
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ScreenWidth: 320,
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},
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&engine.Camera{
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ID: "game_camera",
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Scene: level1,
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Scene: &engine.SceneRef{Path: "assets/level1.gobz"},
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},
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&engine.DebugToast{
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ID: "toast",
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