package engine import ( "encoding/gob" "io/fs" "log" "sync" "github.com/hajimehoshi/ebiten/v2" ) func init() { gob.Register(&Game{}) } // Game implements the ebiten methods using a collection of components. // One component must be the designated root component - usually a // scene of some kind. type Game struct { Disabled Hidden ScreenWidth int ScreenHeight int Root DrawUpdater // typically a *Scene or SceneRef though // Components by ID dbmu sync.RWMutex db map[string]interface{} // Collision domains - all Collider subcomponents cdmu sync.RWMutex cd map[string]map[Collider]struct{} } // Draw draws the entire thing, with default draw options. func (g *Game) Draw(screen *ebiten.Image) { if g.Hidden { return } g.Root.Draw(screen, ebiten.DrawImageOptions{}) } // Layout returns the configured screen width/height. func (g *Game) Layout(outsideWidth, outsideHeight int) (w, h int) { return g.ScreenWidth, g.ScreenHeight } // Update updates the scene. func (g *Game) Update() error { if g.Disabled { return nil } return g.Root.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.dbmu.Lock() if _, exists := g.db[id]; exists { log.Printf("duplicate id %q", id) } g.db[id] = c g.dbmu.Unlock() } // 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 } g.dbmu.Lock() delete(g.db, id) g.dbmu.Unlock() } // Component returns the component with a given ID, or nil if there is none. func (g *Game) Component(id string) interface{} { g.dbmu.RLock() defer g.dbmu.RUnlock() return g.db[id] } // Scan implements Scanner. func (g *Game) Scan() []interface{} { return []interface{}{g.Root} } // Walk calls v with every path of components reachable from c via Scan, for as // long as visit returns nil. func Walk(c interface{}, v func(interface{}, []interface{}) error) error { return walk(c, make([]interface{}, 0, 16), v) } func walk(c interface{}, p []interface{}, v func(interface{}, []interface{}) error) error { if err := v(c, p); err != nil { return err } sc, ok := c.(Scanner) if !ok { return nil } p = append(p, c) for _, c := range sc.Scan() { if err := walk(c, p, v); err != nil { return err } } return nil } // LoadAndPrepare first calls Load on all Loaders. Once loading is complete, // it builds the component database and then calls Prepare on every Preparer. // You must call Prepare before any calls // to Component. You may call Prepare again (e.g. as an alternative to // fastidiously calling RegisterComponent/UnregisterComponent). func (g *Game) LoadAndPrepare(assets fs.FS) error { if err := Walk(g.Root, func(c interface{}, _ []interface{}) error { l, ok := c.(Loader) if !ok { return nil } return l.Load(assets) }); err != nil { return err } g.cdmu.Lock() g.cd = make(map[string]map[Collider]struct{}) g.cdmu.Unlock() g.dbmu.Lock() g.db = make(map[string]interface{}) g.dbmu.Unlock() // -> here <- is the moment in time where db is empty. Walk(g.Root, func(c interface{}, p []interface{}) error { g.RegisterComponent(c) return nil }) Walk(g.Root, func(c interface{}, _ []interface{}) error { if p, ok := c.(Prepper); ok { p.Prepare(g) } return nil }) return nil }