ebiten/example/blocks/game.go
2014-05-03 15:53:43 +09:00

85 lines
1.6 KiB
Go

package blocks
import (
"github.com/hajimehoshi/go-ebiten/graphics"
"github.com/hajimehoshi/go-ebiten/ui"
)
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 {
sceneManager *SceneManager
input *Input
textures *Textures
}
func NewGame(textureFactory graphics.TextureFactory) *Game {
game := &Game{
sceneManager: NewSceneManager(NewTitleScene()),
input: NewInput(),
textures: NewTextures(textureFactory),
}
for name, path := range texturePaths {
game.textures.RequestTexture(name, path)
}
for name, size := range renderTargetSizes {
game.textures.RequestRenderTarget(name, size)
}
return game
}
func (game *Game) HandleEvent(e interface{}) {
switch e := e.(type) {
case ui.KeyStateUpdatedEvent:
game.input.UpdateKeys(e.Keys)
case ui.MouseStateUpdatedEvent:
}
}
func (game *Game) isInitialized() bool {
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() {
if !game.isInitialized() {
return
}
game.input.Update()
game.sceneManager.Update(&GameState{
SceneManager: game.sceneManager,
Input: game.input,
})
}
func (game *Game) Draw(context graphics.Context) {
if !game.isInitialized() {
return
}
game.sceneManager.Draw(context, game.textures)
}