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Constants ¶
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Functions ¶
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Types ¶
type EventFrame ¶
type EventFrame interface { // FUTURE: // i just switched to an interface for watching, but i think thats wrong. what game really needs is a way to send events to targets: look at LookupParents whichi is likewise part of this. // if the event queue was given to the game as an object perhaps, // if it exposed an algorithm..... // the other interesting aspect this is how this is attached to LookupCallbacks, since that is how the code calls out. // //related: *maybe* Target should be mapped into prototype // Class should be removed from E.Target; // only: how do we know that a thing is a "class" and should get "Class" resource? i had an answer to this one..... // could potentially send target type to startframe // right now it seems wrong that the game decides that. BeginEvent(meta.Instance, meta.Instance, E.PathList, *E.Message) IEndEvent // hacking... there are actions which arent events -- // this gets the command output to stop consolidating lines across these actions FlushFrame() }
type LookupCallbacks ¶
type LookupParents ¶
type Output ¶
type Output interface { // ScriptSays some standard output. ScriptSays(lines []string) // ActorSays that the actor or object with the passed name has something to say. ActorSays(whose meta.Instance, lines []string) // Log debugging output. Log(string) }
Output required to display text. FIX: this should be removed ScriptSays and ActorSays should be events the console client should use game events to output to a standard string stream TBD: evaluate for best practices multiple events ( log, script, actor ) vs. one event and type info TBD: logging. less context passing, more java style: private final static Logger Log = LoggerFactory.getLogger(Class); how to accomplish that well in go? just use log?
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