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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2025-02-04 15:46:51 -05:00
OpenDiablo2/d2core/d2systems/game_object_factory.go

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package d2systems
import (
"github.com/gravestench/akara"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
)
const (
logPrefixGameObjectFactory = "Object Factory"
)
// static check that GameObjectFactory implements the System interface
var _ akara.System = &GameObjectFactory{}
// GameObjectFactory is a wrapper system for subordinate sceneSystems that
// do the actual object creation work.
type GameObjectFactory struct {
akara.BaseSystem
*d2util.Logger
Sprites *SpriteFactory
Shapes *ShapeSystem
UI *UIWidgetFactory
}
// Init will initialize the Game Object Factory by injecting all of the factory subsystems into the world
func (t *GameObjectFactory) Init(world *akara.World) {
t.World = world
t.setupLogger()
changes to d2components, d2systems, d2ui, d2enum go.mod, go.sum: * updating akara, bugfix in akara.EntityManager.RemoveEntity d2core * adding d2core/d2label * adding d2core/d2bitmapfont d2ui * exporting some constants for use elsewhere d2components * added bitmap font component (for ui labels) * added FileLoaded tag component to simplify asset loading filters * added locale component * FilePath component renamed to File * sprite component now contains the sprite and palette path as strings * adding ui label component d2enum * added locale as file type for file "/data/local/use" d2systems * changed most info prints to debug prints * removed unused scene graph testing file (oops!) * terminal is now rendered above mouse cursor scene * adding ui widget system for use by the game object factory * adding test scene for ui labels created with the ui widget system d2systems/AppBootstrap * added command line args for profiler * `--testscene labels` launches the label test * now adds the local file for processing * game loop init logic now inside of Init method (the call to world.Update does this) d2systems/AssetLoader * loads the locale file and adds a locale component that other systems can use * adds a FileLoaded component after finished loading a file which other systems can use (like the loading scene) d2systems/FileSourceResolver * Now looks for and uses the locale for language/charset filepath substitution d2systems/GameClientBootstrap * game loop init moved to end of AppBootstrap.Init d2systems/GameObjectFactory * embedding UI widget factory system d2systems/BaseScene * made base scene a little more clear by breaking the process into more methods d2systems/LoadingScene * simplified the entity subscriptions by using the new FileLoaded component d2systems/SceneObjectFactory * adding method for adding labels, buttons to scenes (buttons still WIP) d2systems/SceneSpriteSystem * the sprite system now maintains a cache of rendered sprites
2020-12-08 13:42:19 -05:00
t.Debug("initializing ...")
t.injectSubSystems()
}
func (t *GameObjectFactory) setupLogger() {
t.Logger = d2util.NewLogger()
t.SetPrefix(logPrefixGameObjectFactory)
}
func (t *GameObjectFactory) injectSubSystems() {
changes to d2components, d2systems, d2ui, d2enum go.mod, go.sum: * updating akara, bugfix in akara.EntityManager.RemoveEntity d2core * adding d2core/d2label * adding d2core/d2bitmapfont d2ui * exporting some constants for use elsewhere d2components * added bitmap font component (for ui labels) * added FileLoaded tag component to simplify asset loading filters * added locale component * FilePath component renamed to File * sprite component now contains the sprite and palette path as strings * adding ui label component d2enum * added locale as file type for file "/data/local/use" d2systems * changed most info prints to debug prints * removed unused scene graph testing file (oops!) * terminal is now rendered above mouse cursor scene * adding ui widget system for use by the game object factory * adding test scene for ui labels created with the ui widget system d2systems/AppBootstrap * added command line args for profiler * `--testscene labels` launches the label test * now adds the local file for processing * game loop init logic now inside of Init method (the call to world.Update does this) d2systems/AssetLoader * loads the locale file and adds a locale component that other systems can use * adds a FileLoaded component after finished loading a file which other systems can use (like the loading scene) d2systems/FileSourceResolver * Now looks for and uses the locale for language/charset filepath substitution d2systems/GameClientBootstrap * game loop init moved to end of AppBootstrap.Init d2systems/GameObjectFactory * embedding UI widget factory system d2systems/BaseScene * made base scene a little more clear by breaking the process into more methods d2systems/LoadingScene * simplified the entity subscriptions by using the new FileLoaded component d2systems/SceneObjectFactory * adding method for adding labels, buttons to scenes (buttons still WIP) d2systems/SceneSpriteSystem * the sprite system now maintains a cache of rendered sprites
2020-12-08 13:42:19 -05:00
t.Debug("creating sprite factory")
t.Sprites = NewSpriteFactory(t.BaseSystem, t.Logger)
t.Shapes = NewShapeSystem(t.BaseSystem, t.Logger)
t.UI = NewUIWidgetFactory(t.BaseSystem, t.Logger, t.Sprites, t.Shapes)
}
// Update updates all the sub-sceneSystems
func (t *GameObjectFactory) Update() {
t.Sprites.Update()
t.Shapes.Update()
t.UI.Update()
}