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object.go
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231 lines (189 loc) · 6.03 KB
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package egriden
import (
"container/list"
"fmt"
"github.com/greenthepear/imggg"
"github.com/hajimehoshi/ebiten/v2"
)
// Gobject is an object that exists in a layer
type Gobject interface {
Name() string
// Coordinates within a GridLayer, if Gobject is in a FreeLayer
// this should be always (0, 0)
GridPos() imggg.Point[int]
setGridPos(int, int)
// Position on the screen, in a FreeLayer it's just the position, for
// GridLayer it's the draw anchor.
ScreenPos(Layer) imggg.Point[float64]
setScreenPos(float64, float64)
//Sprite stuff
IsVisible() bool
Sprite() *ebiten.Image
SpritePack() SpritePack
SetDrawOptions(*ebiten.DrawImageOptions)
SetDrawOffsets(float64, float64)
SetImageSequence(string) error
NextFrame()
SetFrame(int)
//Custom scripts
//Runs during (Layer).RunThinkers() call.
OnUpdate() func(self Gobject, l Layer)
//Runs every (Layer).Draw() call.
OnDraw() func(self Gobject, i *ebiten.Image, l Layer)
//Runs when Gobject gets added to a layer.
OnAdd() func(self Gobject, l Layer)
//Runs on (*FreeLayer).DeleteGobject and (*GridLayer).DeleteAt calls,
//but not when gobjects get overwritten by new or moving Gobjects in a
//GridLayer.
OnDelete() func(self Gobject, l Layer)
//Default sprite drawing function.
DrawSprite(*ebiten.Image, Layer)
thinkerElement() *list.Element
setThinkerElement(*list.Element)
gobjectElement() *list.Element
setGobjectElement(*list.Element)
}
// The BaseGobject. Use it for simple Gobjects or implement your own Gobject by
// embedding this struct in your own.
type BaseGobject struct {
name string
gridPos imggg.Point[int]
screenPos imggg.Point[float64]
sprites SpritePack
//Runs every (Layer).Draw() call.
OnDrawFunc func(self Gobject, i *ebiten.Image, l Layer)
//Runs during (Layer).RunThinkers() call.
OnUpdateFunc func(self Gobject, l Layer)
//Runs when Gobject gets added to a layer.
OnAddFunc func(self Gobject, l Layer)
//Runs on (*FreeLayer).DeleteGobject and (*GridLayer).DeleteAt calls,
//but not when gobjects get overwritten by new or moving Gobjects in a
//GridLayer. Also doesn't run during (Layer).Clear().
OnDeleteFunc func(self Gobject, l Layer)
gobjectElem *list.Element // Referenced by FreeLayer
thinkerElem *list.Element // Referenced by thinker list in layers
}
// Create a new BaseGobject. Use BaseGobject.Build() to create copies for that
// can be added to layers.
func NewBaseGobject(name string, sprites SpritePack) BaseGobject {
return BaseGobject{name,
imggg.Pt[int](0, 0),
imggg.Pt[float64](0, 0),
sprites, nil, nil, nil, nil, nil, nil}
}
func (o *BaseGobject) Name() string {
return o.name
}
// Grid coordinate in a GridLayer, returns (0, 0) for free layer objects.
func (o *BaseGobject) GridPos() imggg.Point[int] {
return o.gridPos
}
func (o *BaseGobject) setGridPos(x, y int) {
o.gridPos.X, o.gridPos.Y = x, y
}
// Position on the screen, in a FreeLayer it's just the position, for
// GridLayer it's the draw anchor.
func (o *BaseGobject) ScreenPos(layer Layer) imggg.Point[float64] {
xoffset, yoffset := layer.CurrentAnchor().XY()
spriteXoffset, spriteYoffset := o.SpritePack().Offset.XY()
switch l := layer.(type) {
case *GridLayer:
x, y := o.gridPos.X, o.gridPos.Y
return imggg.Point[float64]{
X: float64(x)*(float64(l.cellDimensions.Width)+l.Padding.X) +
xoffset + spriteXoffset,
Y: float64(y)*(float64(l.cellDimensions.Height)+l.Padding.Y) +
yoffset + spriteYoffset,
}
case *FreeLayer:
return o.screenPos
default:
panic("layer is not GridLayer or FreeLayer somehow")
}
}
func (o *BaseGobject) setScreenPos(x, y float64) {
o.screenPos.X, o.screenPos.Y = x, y
}
// Assigns Sprite Pack. Should not be used during game updates.
func (o *BaseGobject) SetSpritePack(sp SpritePack) {
o.sprites = sp
}
// Sets the frame to `i % len(frames)`
func (o *BaseGobject) SetFrame(i int) {
o.sprites.frameIndex =
i % len(o.sprites.sequences[o.sprites.currentSequenceKey].Frames)
}
// Sets Image Sequence under name, returns error if the name key is not present.
//
// Resets frame to 0.
func (o *BaseGobject) SetImageSequence(name string) error {
_, ok := o.sprites.sequences[name]
if !ok {
return fmt.Errorf("ImageSequence '%v' doesn't exist", name)
}
o.sprites.currentSequenceKey = name
o.SetFrame(0)
return nil
}
// Increments frame by one. Wraps back to 0 if out of range.
func (o *BaseGobject) NextFrame() {
o.SetFrame(o.sprites.frameIndex + 1)
}
func (o *BaseGobject) IsVisible() bool {
return o.sprites.visible
}
// Returns the current sprite. Used for built-in drawing.
func (o *BaseGobject) Sprite() *ebiten.Image {
return o.sprites.Sprite()
}
func (o *BaseGobject) SpritePack() SpritePack {
return o.sprites
}
// Set custom ebiten draw options. Remember that tx and ty get translated
// depending on the grid position and layers offset.
func (o *BaseGobject) SetDrawOptions(op *ebiten.DrawImageOptions) {
o.sprites.DrawOptions = op
}
// Quick way to make the sprite draw with x and y added to the screen position.
func (o *BaseGobject) SetDrawOffsets(x, y float64) {
o.sprites.Offset = imggg.Pt(x, y)
}
func (o BaseGobject) OnDraw() func(Gobject, *ebiten.Image, Layer) {
return o.OnDrawFunc
}
func (o BaseGobject) OnUpdate() func(Gobject, Layer) {
return o.OnUpdateFunc
}
func (o BaseGobject) OnAdd() func(Gobject, Layer) {
return o.OnAddFunc
}
func (o BaseGobject) OnDelete() func(Gobject, Layer) {
return o.OnDeleteFunc
}
// Default function for drawing the sprite in the grid.
func (o *BaseGobject) DrawSprite(on *ebiten.Image, l Layer) {
l.DrawSprite(o, on)
}
func (o BaseGobject) thinkerElement() *list.Element {
return o.thinkerElem
}
func (o *BaseGobject) setThinkerElement(e *list.Element) {
o.thinkerElem = e
}
func (o BaseGobject) gobjectElement() *list.Element {
return o.gobjectElem
}
func (o *BaseGobject) setGobjectElement(e *list.Element) {
o.gobjectElem = e
}
// Makes a copy of the Gobject.
func (o BaseGobject) Build() Gobject {
copy := o
if !o.SpritePack().empty {
drawOp := *o.SpritePack().DrawOptions
copy.sprites.DrawOptions = &drawOp
} else {
copy.sprites = EmptySpritePack()
}
return ©
}