ichigo/engine/interface.go
2021-08-23 20:28:49 +10:00

121 lines
3 KiB
Go

package engine
import (
"image"
"io/fs"
"github.com/hajimehoshi/ebiten/v2"
)
// Animer components have a current frame index.
type Animer interface {
Updater
CurrentFrame() int
Reset()
}
// Bounder components have a bounding rectangle.
type Bounder interface {
BoundingRect() image.Rectangle
}
// Collider components have tangible form.
type Collider interface {
CollidesWith(image.Rectangle) bool
}
// Disabler components can be disabled.
type Disabler interface {
IsDisabled() bool
Disable()
Enable()
}
// Drawer components can draw themselves. Draw is called often.
// Each component is responsible for calling Draw on its child components
// (so that hiding the parent can hide the children, etc).
type Drawer interface {
Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions)
}
// DrawOrderer components can provide a number for determining draw order.
type DrawOrderer interface {
DrawOrder() float64
}
// DrawUpdater components can be both drawn and updated.
// Same comments as for Drawer and Updater.
type DrawUpdater interface {
Drawer
Updater
}
// Hider components can be hidden.
type Hider interface {
IsHidden() 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
}
// ParallaxScaler components have a scaling factor. This is used for
// parallax layers in a scene, and can be thought of as 1/distance.
type ParallaxScaler interface {
ParallaxFactor() float64
}
// 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)
}
// 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{}
}
// Scener components are a scene (Scene or SceneRef).
type Scener interface {
// Q: Why not make Scener a small interface with just Scene() ?
// A: Everything in the engine would then need to type switch for Scener or SceneRef, i.e.
// switch x := i.(type) {
// case Drawer:
// i.Draw(screen, opts)
// case Scener:
// i.Scene().Draw(screen, opts)
// }
// It seems cleaner to let the engine assert only for the interface it needs at that moment.
Bounder
Disabler
Drawer
DrawOrderer
Hider
Identifier
Prepper
Scanner
Updater
}
// Updater components can update themselves. Update is called repeatedly.
// Each component is responsible for calling Update on its child components
// (so that disabling the parent prevents updates to the children, etc).
type Updater interface {
Update() error
}