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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2025-02-10 02:26:29 -05:00
OpenDiablo2/d2core/d2components/position.go
gravestench 0472233949 update to d2math, changed/added components, scenes
* animation renamed to sprite
* renderable/surface renamed to texture
* added in d2math: Vector2, Vector3, Vector4, Matrix3, Matrix4, Quaternion
* worked a bit on the loading scene, main menu scene
2020-12-07 12:44:11 -08:00

46 lines
1.4 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/d2math"
)
// static check that Position implements Component
var _ akara.Component = &Position{}
// Position contains an embedded d2vector.Position, which is a vector with
// helper methods for translating between screen, isometric, tile, and sub-tile space.
type Position struct {
*d2math.Vector3
}
// New creates a new Position. By default, the position is (0,0)
func (*Position) New() akara.Component {
return &Position{
Vector3: d2math.NewVector3(0, 0, 0),
}
}
// PositionFactory is a wrapper for the generic component factory that returns Position component instances.
// This can be embedded inside of a system to give them the methods for adding, retrieving, and removing a Position.
type PositionFactory struct {
Position *akara.ComponentFactory
}
// AddPosition adds a Position component to the given entity and returns it
func (m *PositionFactory) AddPosition(id akara.EID) *Position {
return m.Position.Add(id).(*Position)
}
// GetPosition returns the Position component for the given entity, and a bool for whether or not it exists
func (m *PositionFactory) GetPosition(id akara.EID) (*Position, bool) {
component, found := m.Position.Get(id)
if !found {
return nil, found
}
return component.(*Position), found
}