package engine import ( "encoding/gob" "github.com/hajimehoshi/ebiten/v2" ) func init() { gob.Register(Game{}) } type GameMode int const ( GameModeMenu = GameMode(iota) GameModePlay GameModePause GameModeEdit ) // Game implements the ebiten methods using a collection of components. type Game struct { Mode GameMode ScreenWidth int ScreenHeight int *Scene 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{}) } // Update updates the current scene. func (g *Game) Update() error { return g.Scene.Update() } // Layout returns the configured screen width/height. func (g *Game) Layout(outsideWidth, outsideHeight int) (w, h int) { return g.ScreenWidth, g.ScreenHeight } // RegisterComponent tells the game there is a new component. Currently this is // only necessary for components with IDs. func (g *Game) RegisterComponent(c interface{}) { i, ok := c.(Identifier) if !ok { return } id := i.Ident() if id == "" { return } g.componentsByID[id] = c } // UnregisterComponent tells the game the component is no more. // Note this does not remove any references held by other components. func (g *Game) UnregisterComponent(c interface{}) { i, ok := c.(Identifier) if !ok { return } id := i.Ident() if id == "" { return } delete(g.componentsByID, id) } // Component returns the component with a given ID, or nil if there is none. func (g *Game) Component(id string) interface{} { return g.componentsByID[id] } // Scan implements Scanner. func (g *Game) Scan() []interface{} { return []interface{}{g.Scene} } // Walk calls v with every component reachable from c via Scan, recursively, // for as long as visit returns true. func Walk(c interface{}, v func(interface{}) bool) { if !v(c) { return } sc, ok := c.(Scanner) if !ok { return } for _, c := range sc.Scan() { if !v(c) { return } Walk(c, v) } } // 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() { g.componentsByID = make(map[string]interface{}) Walk(g, func(c interface{}) bool { g.RegisterComponent(c) return true }) Walk(g, func(c interface{}) bool { if p, ok := c.(Prepper); ok { p.Prepare(g) } return true }) }