Implemented scene events and callback handlers for those events. Manager defaults also added.

This commit is contained in:
2023-08-23 01:24:43 -04:00
parent f2b3f371c4
commit 5da470937e
6 changed files with 179 additions and 59 deletions

View File

@@ -25,8 +25,10 @@ type GameInfo struct {
type Manager struct {
Info GameInfo
currentScene Scene
currentSceneId int
currentSceneId uint
nextSceneId uint
scenes []Scene
EventMap map[SceneEvent]func()
}
// can be used to create default manager instance
@@ -37,9 +39,11 @@ func NewManager() Manager {
Version: "1.0",
Dimension: Area{
Width: defaultWidth,
Height: defaultHeight},
Height: defaultHeight,
},
},
currentSceneId: 0,
nextSceneId: 1,
}
}
@@ -50,29 +54,13 @@ func (m *Manager) Update() error {
return nil
}
m.CheckTransitions()
m.CheckExit()
//call the current scene's update method
return m.currentScene.Update()
}
// check for exit condition
func (m *Manager) CheckExit() {
if m.currentSceneId >= len(m.scenes) {
os.Exit(0)
}
}
// check for scene completion and if reached, set up next scene (if available)
func (m *Manager) CheckTransitions() {
if m.currentScene.Completed() {
m.currentSceneId++
if m.currentSceneId < len(m.scenes) {
m.currentScene = m.scenes[m.currentSceneId]
}
}
func (m *Manager) Quit() {
os.Exit(0)
}
// calls current scene's draw method if the currentscene is valid
@@ -89,18 +77,57 @@ func (m *Manager) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHe
// appends scene to the managed scenes
func (m *Manager) AddScene(s Scene) {
setDefaultHandlers(m, s)
m.scenes = append(m.scenes, s)
}
// sets the current scene, based on sceneindex
func (m *Manager) SetCurrentScene(sceneId int) {
if sceneId >= 0 && sceneId < len(m.scenes) {
m.currentSceneId = sceneId
m.currentScene = m.scenes[m.currentSceneId]
}
// sets the default callback handlers for a given scene within manager
// Default Handling behaviours:
//
// reset: sets (scene, nextscene) to {0, 1}
// scene completion: sets (scene, nextscene) to {nextscene, nextscene+1}
// end game: shutdown groovy
//
// note: NOOP and RELOAD are purposefully not mapped; they are scene
// specific and should be mapped to by user of groovy
func setDefaultHandlers(m *Manager, s Scene) {
s.SetEventHandler(RESET, func() { m.ResetScenes() })
s.SetEventHandler(COMPLETED, func() { m.TransitionScene() })
s.SetEventHandler(ENDGAME, func() { m.Quit() })
}
// check for exit condition
// we're going to reset the scene to the first one
func (m *Manager) ResetScenes() {
m.currentSceneId = 0
m.nextSceneId = 1
m.SetCurrentScene(0)
}
// sets the current scene, based on sceneindex n
// n > scenelist, quit
// otherwise, scene = n
func (m *Manager) SetCurrentScene(sceneId uint) {
if sceneId >= uint(len(m.scenes)) {
m.Quit()
}
m.currentSceneId = sceneId
m.currentScene = m.scenes[sceneId]
}
func (m *Manager) TransitionScene() {
m.SetCurrentScene(m.nextSceneId)
}
func (m *Manager) SetNextScene(sceneId uint) {
m.nextSceneId = sceneId
}
// sets sene dimensions
func (m *Manager) SetDimensions(a Area) {
m.Info.Dimension = a
}
// report number of total scenes
func (m *Manager) SceneCount() uint {
return uint(len(m.scenes))
}