scene

package
v3.4.0 Latest Latest
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Published: Mar 12, 2022 License: Apache-2.0 Imports: 13 Imported by: 4

Documentation

Overview

Package scene provides definitions for interacting with game loop scenes.

Index

Examples

Constants

This section is empty.

Variables

This section is empty.

Functions

func BooleanLoop

func BooleanLoop(b *bool) func() (cont bool)

BooleanLoop returns a Loop function that will end a scene as soon as the input boolean is false, resetting it to true in the process for the next scene

func Fade

func Fade(rate float32, frames int) func(*image.RGBA, int) bool

Fade is a scene transition that fades to black at a given rate for a total of 'frames' frames

func GoTo

func GoTo(nextScene string) func() (nextScene string, result *Result)

GoTo returns an End function that, without any other customization possible, will change to the input next scene.

func GoToPtr

func GoToPtr(nextScene *string) func() (nextScene string, result *Result)

GoToPtr returns an End function that, without any other customization possible, will change to the input next scene. It takes a pointer so the scene can be changed after this function is called.

func Zoom

func Zoom(xPerc, yPerc float64, frames int, zoomRate float64) func(*image.RGBA, int) bool

Zoom transitions by performing a simplistic zoom each frame towards some percentange-based part of the screen.

Types

type Context

type Context struct {
	// This context will be canceled when the scene ends
	context.Context

	PreviousScene string
	SceneInput    interface{}
	Window        window.Window

	DrawStack     *render.DrawStack
	EventHandler  event.Handler
	CallerMap     *event.CallerMap
	MouseTree     *collision.Tree
	CollisionTree *collision.Tree
	KeyState      *key.State
}

A Context contains all transient engine components used in a scene, including the draw stack, event bus, known event callers, collision trees, keyboard state, and a reference to the OS window itself. When a scene ends, modifications made to these structures will be reset, excluding window modifications. TODO oak v4: consider embedding these system objects on the context to change ctx.DrawStack.Draw to ctx.Draw and ctx.EventHandler.Bind to ctx.Bind

func (*Context) DoAfter

func (c *Context) DoAfter(d time.Duration, f func())

DoAfter will execute the given function after some duration. When the scene ends, DoAfter will exit without calling f. This call blocks until one of those conditions is reached.

func (*Context) DoAfterContext

func (c *Context) DoAfterContext(ctx context.Context, f func())

DoAfterContext will execute the given function once the passed in context is closed. When the scene ends, DoAfterContext will exit without calling f. This call blocks until one of those conditions is reached.

func (*Context) DrawForTime

func (c *Context) DrawForTime(r render.Renderable, d time.Duration, layers ...int) error

DrawForTime draws, and after d, undraws an element

type Map

type Map struct {
	CurrentScene string
	// contains filtered or unexported fields
}

A Map lets scenes be accessed via associated names.

func NewMap

func NewMap() *Map

NewMap creates a scene map

func (*Map) AddScene

func (m *Map) AddScene(name string, s Scene) error

AddScene takes a scene struct, checks that its assigned name does not conflict with an existing name in the map, and then adds it to the map. If a conflict occurs, the scene will not be overwritten. Checks if the Scene's start is nil, sets to noop if so. Checks if the Scene's loop is nil, sets to infinite if so. Checks if the Scene's end is nil, sets to loop to this scene if so.

func (*Map) Get

func (m *Map) Get(name string) (Scene, bool)

Get returns the scene associated with the given name, if it exists. If it does not exist, it returns a zero value and false.

func (*Map) GetCurrent

func (m *Map) GetCurrent() (Scene, bool)

GetCurrent returns the current scene, as defined by map.CurrentScene

Example
package main

import (
	"fmt"

	"github.com/oakmound/oak/v3/scene"
)

func main() {
	m := scene.NewMap()
	sc := scene.Scene{
		Start: func(*scene.Context) {
			fmt.Println("Starting screen one")
		},
	}
	m.AddScene("screen1", sc)
	m.CurrentScene = "screen2"
	_, ok := m.GetCurrent()
	if !ok {
		fmt.Println("Screen two did not exist")
	}
	m.CurrentScene = "screen1"
	sc, ok = m.GetCurrent()
	if !ok {
		fmt.Println("Screen one did not exist")
	} else {
		sc.Start(&scene.Context{
			PreviousScene: "scene0",
		})
	}
}
Output:

Screen two did not exist
Starting screen one

type Result

type Result struct {
	NextSceneInput interface{}
	Transition
}

A Result is a set of options for what should be passed into the next scene and how the next scene should be transitioned to.

type Scene

type Scene struct {
	// Start is called when a scene begins, including contextual information like
	// what scene came before this one and a direct reference to clean data structures
	// for event handling and rendering
	Start func(ctx *Context)
	// If Loop returns true, the scene will continue
	// If Loop returns false, End will be called to determine the next scene
	Loop func() (cont bool)
	// End is a function returning the next scene and a SceneResult of
	// input settings for the next scene.
	End func() (nextScene string, result *Result)
}

A Scene is a set of functions defining what needs to happen when a scene starts, loops, and ends.

type Transition

type Transition func(*image.RGBA, int) bool

Transition functions can be set to occur at the end of a scene.

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