ichigo/engine/game.go

160 lines
3.6 KiB
Go

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
}