gg/gx/engine.go

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package gx
import (
"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/mojosa-software/godat/sparsex"
"github.com/mojosa-software/godat/mapx"
"fmt"
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"time"
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)
// The type represents order of drawing.
// Higher values are drawn later.
type Layer float64
func (l Layer) GetLayer() Layer {
return l
}
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// Window configuration type.
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type WindowConfig struct {
Title string
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Width,
Height int
FixedSize,
Fullscreen,
VSync bool
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}
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// The main structure that represents current state of [game] engine.
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type Engine struct {
wcfg *WindowConfig
objects *mapx.OrderedMap[Object, struct{}]
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lastTime time.Time
dt Float
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camera *Camera
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keys []Key
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}
type engine Engine
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// Return current camera.
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func (e *Engine) Camera() *Camera {
return e.camera
}
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// Set new current camera.
func (e *Engine) SetCamera(c *Camera) {
e.camera = c
}
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// Get currently pressed keys.
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func (e *Engine) Keys() []Key {
return e.keys
}
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// Returns new empty Engine.
func NewEngine(
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cfg *WindowConfig,
) *Engine {
w := Float(cfg.Width)
h := Float(cfg.Height)
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return &Engine{
wcfg: cfg,
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camera: &Camera{
Transform: Transform{
// Normal, no distortion.
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S: Vector{1, 1},
// Center.
RA: V(w/2, h/2),
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},
},
objects: mapx.NewOrdered[Object, struct{}](),
}
}
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// Add new object considering what
// interfaces it implements.
func (e *Engine) Add(b any) error {
object, _ := b.(Object)
if e.objects.Has(object) {
return ObjectExistErr
}
/*o, ok := e.makeObject(b)
if !ok {
return ObjectNotImplementedErr
}*/
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starter, ok := b.(Starter)
if ok {
starter.Start(e)
}
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e.objects.Set(object, struct{}{})
return nil
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}
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// Delete object from Engine.
func (e *Engine) Del(b any) error {
object, _ := b.(Object)
if !e.objects.Has(object) {
return ObjectNotExistErr
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}
deleter, ok := b.(Deleter)
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if ok {
deleter.Delete(e)
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}
e.objects.Del(b)
return nil
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}
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func (e *engine) Update() error {
var err error
eng := (*Engine)(e)
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e.keys = inpututil.
AppendPressedKeys(e.keys[:0])
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e.dt = time.Since(e.lastTime).Seconds()
for object := range e.objects.KeyChan() {
updater, ok := object.(Updater)
if !ok {
continue
}
err = updater.Update(eng)
if err != nil {
return err
}
}
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e.lastTime = time.Now()
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return nil
}
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func (e *engine) Draw(i *ebiten.Image) {
eng := (*Engine)(e)
layers := sparsex.New[Layer, []Drawer]()
for object := range eng.objects.KeyChan() {
drawer, ok := object.(Drawer)
if !ok {
continue
}
l := drawer.GetLayer()
layer, ok := layers.Get(l)
if !ok {
layers.Set(l, []Drawer{drawer})
continue
}
layers.Set(l, append(layer, drawer))
}
// Drawing sorted layers.
layers.Sort()
for layer := range layers.Chan() {
for _, drawer := range layer {
drawer.Draw(eng, i)
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}
}
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}
func (e *engine) Layout(ow, oh int) (int, int) {
if e.wcfg.FixedSize {
return e.wcfg.Width, e.wcfg.Height
}
return ow, oh
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}
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// Return the delta time duration value.
func (e *Engine) DT() Float {
return e.dt
}
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func (e *Engine) Run() error {
ebiten.SetWindowTitle(e.wcfg.Title)
ebiten.SetWindowSize(e.wcfg.Width, e.wcfg.Height)
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ebiten.SetWindowSizeLimits(1, 1, e.wcfg.Width, e.wcfg.Height)
ebiten.SetVsyncEnabled(e.wcfg.VSync)
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e.lastTime = time.Now()
fmt.Println(e.objects)
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return ebiten.RunGame((*engine)(e))
}