ichigo/engine/game.go
Josh Deprez a11c66c076 clarity
2021-08-08 11:46:03 +10:00

118 lines
2.6 KiB
Go

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 immediate 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, and calls Build, on all components
// reachable via Scan.
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
})
}