gohan/examples/twinstick/game/game.go

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//go:build example
// +build example
package game
import (
"image/color"
"os"
"sync"
"code.rocketnine.space/tslocum/gohan/examples/twinstick/world"
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"code.rocketnine.space/tslocum/gohan"
"code.rocketnine.space/tslocum/gohan/examples/twinstick/asset"
"code.rocketnine.space/tslocum/gohan/examples/twinstick/component"
"code.rocketnine.space/tslocum/gohan/examples/twinstick/entity"
"code.rocketnine.space/tslocum/gohan/examples/twinstick/system"
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"github.com/hajimehoshi/ebiten/v2"
)
// game is an isometric demo game.
type game struct {
w, h int
player gohan.Entity
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op *ebiten.DrawImageOptions
disableEsc bool
debugMode bool
cpuProfile *os.File
movementSystem *system.MovementSystem
sync.Mutex
}
// NewGame returns a new isometric demo game.
func NewGame() (*game, error) {
g := &game{
op: &ebiten.DrawImageOptions{},
}
g.player = entity.NewPlayer()
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g.addSystems()
err := g.loadAssets()
if err != nil {
return nil, err
}
asset.ImgWhiteSquare.Fill(color.White)
return g, nil
}
// Layout is called when the game's layout changes.
func (g *game) Layout(outsideWidth, outsideHeight int) (int, int) {
s := ebiten.DeviceScaleFactor()
w, h := int(s*float64(outsideWidth)), int(s*float64(outsideHeight))
if w != g.w || h != g.h {
if g.w == 0 || g.h == 0 {
position := world.World.Component(g.player, component.PositionComponentID).(*component.PositionComponent)
position.X, position.Y = float64(w)/2-16, float64(h)/2-16
}
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g.w, g.h = w, h
g.movementSystem.ScreenW, g.movementSystem.ScreenH = float64(w), float64(h)
}
return g.w, g.h
}
func (g *game) Update() error {
if ebiten.IsWindowBeingClosed() {
g.Exit()
return nil
}
return world.World.Update()
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}
func (g *game) Draw(screen *ebiten.Image) {
err := world.World.Draw(screen)
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if err != nil {
panic(err)
}
}
func (g *game) addSystems() {
w := world.World
w.AddSystem(system.NewMovementInputSystem(g.player))
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g.movementSystem = &system.MovementSystem{
Player: g.player,
}
w.AddSystem(g.movementSystem)
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w.AddSystem(system.NewFireInputSystem(g.player))
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renderBullet := system.NewDrawBulletsSystem()
w.AddSystem(renderBullet)
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renderPlayer := system.NewDrawPlayerSystem(g.player)
w.AddSystem(renderPlayer)
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printInfo := system.NewPrintInfoSystem(g.player)
w.AddSystem(printInfo)
w.AddSystem(system.NewProfileSystem(g.player))
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}
func (g *game) loadAssets() error {
return nil
}
func (g *game) Exit() {
os.Exit(0)
}