package gx import ( "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/inpututil" "github.com/surdeus/godat/src/sparsex" "github.com/surdeus/godat/src/poolx" //"fmt" "time" "math" ) // The type is used in all Engine interactions // where you need floating values. type Float = float64 // The type represents order of drawing. type Layer int // Window configuration type. type WindowConfig struct { Title string Width, Height int FixedSize bool VSync bool } // The main structure that represents current state of [game] engine. type Engine struct { wcfg *WindowConfig layers *sparsex.Sparse[Layer, *poolx.Pool[Drawer]] behavers *poolx.Pool[Behaver] lastTime time.Time dt Float camera *Camera keys []Key } type engine Engine var ( Infinity = math.MaxFloat64 ) // Return current camera. func (e *Engine) Camera() *Camera { return e.camera } // Set new current camera. func (e *Engine) SetCamera(c *Camera) { e.camera = c } // Get currently pressed keys. func (e *Engine) Keys() []Key { return e.keys } // Returns new empty Engine. func New( cfg *WindowConfig, ) *Engine { return &Engine{ wcfg: cfg, layers: sparsex.New[ Layer, *poolx.Pool[Drawer], ](true), camera: &Camera{ T: Transform{ S: Vector{1, 1}, }, }, behavers: poolx.New[Behaver](), } } // Add new object considering what // interfaces it implements. func (e *Engine) Add(l Layer, b any) { beh, ok := b.(Behaver) if ok { e.addBehaver(beh) } drw, ok := b.(Drawer) if ok { e.addDrawer(l, drw) } } // Del object from Engine. func (e *Engine) Del(b any) { drawer, ok := b.(Drawer) if ok { for layer := range e.layers.Vals() { layer.V.Del(drawer) } } behaver, ok := b.(Behaver) if ok { e.behavers.Del(behaver) } } func (e *Engine) addDrawer(l Layer, d Drawer) { g, ok := e.layers.Get(l) if !ok { layer := poolx.New[Drawer]() e.layers.Set( l, layer, ) layer.Append(d) } else { g.Append(d) } } func (e *Engine) addBehaver(b Behaver) { e.behavers.Append(b) b.Start(e) } func (e *engine) Update() error { var err error eng := (*Engine)(e) e.keys = inpututil. AppendPressedKeys(e.keys[:0]) e.dt = time.Since(e.lastTime).Seconds() for p := range eng.behavers.Range() { err = p.V.Update(eng) if err != nil { return err } } e.lastTime = time.Now() return nil } func (e *engine) Draw(i *ebiten.Image) { eng := (*Engine)(e) for p := range e.layers.Vals() { for pj := range p.V.Range() { pj.V.Draw(eng, i) } } } func (e *engine) Layout(ow, oh int) (int, int) { if e.wcfg.FixedSize { return e.wcfg.Width, e.wcfg.Height } return ow, oh } // Return the delta time duration value. func (e *Engine) DT() Float { return e.dt } func (e *Engine) Run() error { ebiten.SetWindowTitle(e.wcfg.Title) ebiten.SetWindowSize(e.wcfg.Width, e.wcfg.Height) ebiten.SetWindowSizeLimits(1, 1, e.wcfg.Width, e.wcfg.Height) ebiten.SetVsyncEnabled(e.wcfg.VSync) e.lastTime = time.Now() return ebiten.RunGame((*engine)(e)) }