mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2025-02-13 12:06:31 -05:00
* added command line arg for launching ecs impl * removed render system tests, was causing gl context issues in tests * fixed all lint errors in d2systems
100 lines
2.9 KiB
Go
100 lines
2.9 KiB
Go
package d2components
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import (
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/gravestench/akara"
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)
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// static check that AnimationComponent implements Component
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var _ akara.Component = &AnimationComponent{}
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// static check that AnimationMap implements ComponentMap
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var _ akara.ComponentMap = &AnimationMap{}
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// AnimationComponent is a component that contains a width and height
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type AnimationComponent struct {
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d2interface.Animation
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}
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// ID returns a unique identifier for the component type
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func (*AnimationComponent) ID() akara.ComponentID {
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return AnimationCID
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}
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// NewMap returns a new component map for the component type
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func (*AnimationComponent) NewMap() akara.ComponentMap {
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return NewAnimationMap()
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}
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// Animation is a convenient reference to be used as a component identifier
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var Animation = (*AnimationComponent)(nil) // nolint:gochecknoglobals // global by design
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// NewAnimationMap creates a new map of entity ID's to Animation
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func NewAnimationMap() *AnimationMap {
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cm := &AnimationMap{
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components: make(map[akara.EID]*AnimationComponent),
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}
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return cm
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}
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// AnimationMap is a map of entity ID's to Animation
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type AnimationMap struct {
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world *akara.World
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components map[akara.EID]*AnimationComponent
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}
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// Init initializes the component map with the given world
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func (cm *AnimationMap) Init(world *akara.World) {
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cm.world = world
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}
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// ID returns a unique identifier for the component type
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func (*AnimationMap) ID() akara.ComponentID {
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return AnimationCID
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}
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// NewMap returns a new component map for the component type
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func (*AnimationMap) NewMap() akara.ComponentMap {
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return NewAnimationMap()
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}
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// Add a new AnimationComponent for the given entity id, return that component.
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// If the entity already has a component, just return that one.
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func (cm *AnimationMap) Add(id akara.EID) akara.Component {
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if com, has := cm.components[id]; has {
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return com
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}
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cm.components[id] = &AnimationComponent{}
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cm.world.UpdateEntity(id)
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return cm.components[id]
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}
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// AddAnimation adds a new AnimationComponent for the given entity id and returns it.
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// this is a convenience method for the generic Add method, as it returns a
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// *AnimationComponent instead of an akara.Component
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func (cm *AnimationMap) AddAnimation(id akara.EID) *AnimationComponent {
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return cm.Add(id).(*AnimationComponent)
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}
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// Get returns the component associated with the given entity id
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func (cm *AnimationMap) Get(id akara.EID) (akara.Component, bool) {
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entry, found := cm.components[id]
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return entry, found
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}
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// GetAnimation returns the AnimationComponent associated with the given entity id
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func (cm *AnimationMap) GetAnimation(id akara.EID) (*AnimationComponent, bool) {
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entry, found := cm.components[id]
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return entry, found
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}
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// Remove a component for the given entity id, return the component.
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func (cm *AnimationMap) Remove(id akara.EID) {
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delete(cm.components, id)
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cm.world.UpdateEntity(id)
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}
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