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https://github.com/OpenDiablo2/OpenDiablo2
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Systems now place all of their component factories into a `Components` member. This improves code readability and makes it clear when we are dealing specifically with ecs components. The concrete ComponentFactory instances now have `Add` and `Get` methods (as opposed to `AddAlpha` or `GetAlpha`). This enforces naming of component factories as to avoid collisions when embedded in a struct with other components. Also, the ComponentFactory interface is embedded directly into the concrete component factory without a name.
44 lines
1.3 KiB
Go
44 lines
1.3 KiB
Go
//nolint:dupl,golint,stylecheck // component declarations are supposed to look the same
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package d2components
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import (
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"github.com/gravestench/akara"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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)
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// static check that AnimationComponent implements Component
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var _ akara.Component = &Sprite{}
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// Sprite is a component that contains a width and height
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type Sprite struct {
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d2interface.Sprite
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SpritePath, PalettePath string
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}
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// New returns an animation component. By default, it contains a nil instance of an animation.
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func (*Sprite) New() akara.Component {
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return &Sprite{}
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}
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// SpriteFactory is a wrapper for the generic component factory that returns Sprite component instances.
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// This can be embedded inside of a system to give them the methods for adding, retrieving, and removing a Sprite.
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type SpriteFactory struct {
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*akara.ComponentFactory
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}
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// Add adds a Sprite component to the given entity and returns it
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func (m *SpriteFactory) Add(id akara.EID) *Sprite {
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return m.ComponentFactory.Add(id).(*Sprite)
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}
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// Get returns the Sprite component for the given entity, and a bool for whether or not it exists
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func (m *SpriteFactory) Get(id akara.EID) (*Sprite, bool) {
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component, found := m.ComponentFactory.Get(id)
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if !found {
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return nil, found
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}
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return component.(*Sprite), found
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}
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