package engine import ( "encoding/gob" "github.com/hajimehoshi/ebiten/v2" ) func init() { gob.Register(Game{}) } // Identifier components have a sense of self. This makes it easier for // components to find and interact with one another. type Identifier interface { Ident() string } // Builder components can be built. It is called when the game // component database is being constructed. It should store the Game reference // (if needed later on). type Builder interface { Build(game *Game) } // Scanner components can be scanned. It is called when the game tree is walked // (such as when the game component database is constructed). // Scan should return a slice containing all subcomponents. type Scanner interface { Scan() []interface{} } // Game implements the ebiten methods using a collection of components. type Game struct { ScreenWidth int ScreenHeight int Scene *Scene componentsByID map[string]interface{} } // Draw draws the entire thing. func (g *Game) Draw(screen *ebiten.Image) { g.Scene.Draw(screen, ebiten.GeoM{}) } // Layout returns the configured screen width/height. func (g *Game) Layout(outsideWidth, outsideHeight int) (w, h int) { return g.ScreenWidth, g.ScreenHeight } // Update just passes the call onto Layers. func (g *Game) Update() error { return g.Scene.Update() } // 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. 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] } // Walk calls v with every component reachable via Scan, 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() { if !v(c) { return } g.walk(c, v) } } } // Build builds the component database. func (g *Game) Build() { g.componentsByID = make(map[string]interface{}) g.Walk(func(c interface{}) bool { if b, ok := c.(Builder); ok { b.Build(g) } g.RegisterComponent(c) return true }) }