/* Copyright 2014 Hajime Hoshi Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. */ package blocks import ( "github.com/hajimehoshi/ebiten" "sync" ) type Size struct { Width int Height int } // TODO: Should they be global?? var texturePaths = map[string]string{} var renderTargetSizes = map[string]Size{} const ScreenWidth = 256 const ScreenHeight = 240 type GameState struct { SceneManager *SceneManager Input *Input } type Game struct { once sync.Once sceneManager *SceneManager input *Input textures *Textures } func NewGame() *Game { game := &Game{ sceneManager: NewSceneManager(NewTitleScene()), input: NewInput(), } return game } func (game *Game) isInitialized() bool { if game.textures == nil { return false } for name := range texturePaths { if !game.textures.Has(name) { return false } } for name := range renderTargetSizes { if !game.textures.Has(name) { return false } } return true } func (game *Game) Update() error { game.once.Do(func() { game.textures = NewTextures() for name, path := range texturePaths { game.textures.RequestTexture(name, path) } for name, size := range renderTargetSizes { game.textures.RequestRenderTarget(name, size) } }) if !game.isInitialized() { return nil } game.input.Update() game.sceneManager.Update(&GameState{ SceneManager: game.sceneManager, Input: game.input, }) return nil } func (game *Game) Draw(g ebiten.GraphicsContext) error { if !game.isInitialized() { return nil } game.sceneManager.Draw(g, game.textures) return nil }