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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2025-07-26 11:24:38 -04:00
gravestench c52c6648dd refactor of d2components, d2systems
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.
2020-12-08 18:45:00 -08:00

44 lines
1.3 KiB
Go

//nolint:dupl,golint,stylecheck // component declarations are supposed to look the same
package d2components
import (
"github.com/gravestench/akara"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
)
// static check that AnimationComponent implements Component
var _ akara.Component = &Sprite{}
// Sprite is a component that contains a width and height
type Sprite struct {
d2interface.Sprite
SpritePath, PalettePath string
}
// New returns an animation component. By default, it contains a nil instance of an animation.
func (*Sprite) New() akara.Component {
return &Sprite{}
}
// SpriteFactory is a wrapper for the generic component factory that returns Sprite component instances.
// This can be embedded inside of a system to give them the methods for adding, retrieving, and removing a Sprite.
type SpriteFactory struct {
*akara.ComponentFactory
}
// Add adds a Sprite component to the given entity and returns it
func (m *SpriteFactory) Add(id akara.EID) *Sprite {
return m.ComponentFactory.Add(id).(*Sprite)
}
// Get returns the Sprite component for the given entity, and a bool for whether or not it exists
func (m *SpriteFactory) Get(id akara.EID) (*Sprite, bool) {
component, found := m.ComponentFactory.Get(id)
if !found {
return nil, found
}
return component.(*Sprite), found
}