package engine import ( "image" "io/fs" "reflect" "drjosh.dev/gurgle/geom" "github.com/hajimehoshi/ebiten/v2" ) // Reflection types used for queries... Is there a better way? var ( // TypeOf(pointer to interface).Elem() is "idiomatic" - // see https://pkg.go.dev/reflect#example-TypeOf BoundingRecterType = reflect.TypeOf((*BoundingRecter)(nil)).Elem() BoundingBoxerType = reflect.TypeOf((*BoundingBoxer)(nil)).Elem() ColliderType = reflect.TypeOf((*Collider)(nil)).Elem() DisablerType = reflect.TypeOf((*Disabler)(nil)).Elem() DrawerType = reflect.TypeOf((*Drawer)(nil)).Elem() HiderType = reflect.TypeOf((*Hider)(nil)).Elem() IdentifierType = reflect.TypeOf((*Identifier)(nil)).Elem() LoaderType = reflect.TypeOf((*Loader)(nil)).Elem() PrepperType = reflect.TypeOf((*Prepper)(nil)).Elem() ScannerType = reflect.TypeOf((*Scanner)(nil)).Elem() SaverType = reflect.TypeOf((*Saver)(nil)).Elem() TransformerType = reflect.TypeOf((*Transformer)(nil)).Elem() UpdaterType = reflect.TypeOf((*Updater)(nil)).Elem() // Behaviours lists all the behaviours that can be queried with Game.Query. Behaviours = []reflect.Type{ BoundingRecterType, BoundingBoxerType, ColliderType, DisablerType, DrawerType, HiderType, IdentifierType, LoaderType, PrepperType, ScannerType, SaverType, TransformerType, UpdaterType, } ) // BoundingRecter components have a bounding rectangle. type BoundingRecter interface { BoundingRect() image.Rectangle } // BoundingBoxer components have a bounding box. type BoundingBoxer interface { BoundingBox() geom.Box } // Collider components have tangible form. type Collider interface { CollidesWith(geom.Box) bool } // Disabler components can be disabled. type Disabler interface { Disabled() bool Disable() Enable() } // Drawer components can draw themselves. Draw is called often. Each component // must call Draw on any internal components not known to the engine (i.e. not // passed to Game.Register or returned from Scan). type Drawer interface { Draw(*ebiten.Image, *ebiten.DrawImageOptions) DrawAfter(Drawer) bool DrawBefore(Drawer) bool } // Hider components can be hidden. type Hider interface { Hidden() bool Hide() Show() } // 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 } // Loader components get the chance to load themselves. This happens // before preparation. type Loader interface { Load(fs.FS) error } // Prepper components can be prepared. It is called after the component // database has been populated but before the game is run. The component can // store the reference to game, if needed, and also query the component database. type Prepper interface { Prepare(game *Game) error } // 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 immediate subcomponents. type Scanner interface { Scan() []interface{} } // Saver components can be saved to disk. type Saver interface { Save() error } // Transformer components can provide draw options to apply to themselves and // any child components. The opts passed to Draw of a component c will be the // cumulative opts of all parents of c plus the value returned from c.Transform. type Transformer interface { Transform() ebiten.DrawImageOptions } // Updater components can update themselves. Update is called repeatedly. Each // component must call Update on any internal components not known to the engine // (i.e. not passed to Game.Register or returned from Scan). type Updater interface { Update() error } // ZPositioner components opt into a simpler method of determining draw order // than DrawAfter/DrawBefore. Drawer implementations should handle the // ZPositioner case as though the component were a flat infinite plane given by // z = ZPos(). type ZPositioner interface { ZPos() int }