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 ¶
Types ¶
type Context ¶
type Context struct { // This context will be canceled when the scene ends context.Context PreviousScene string SceneInput interface{} Window Window *event.CallerMap event.Handler *render.DrawStack *key.State MouseTree *collision.Tree CollisionTree *collision.Tree }
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.
func (*Context) DoAfter ¶
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 ¶
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) DoEachFrame ¶
func (ctx *Context) DoEachFrame(f func())
DoEachFrame is a helper method to call a function on each frame for the duration of this scene.
func (*Context) DrawForTime ¶
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 (*Map) AddScene ¶
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 end is nil, sets to loop to this scene if so.
func (*Map) Get ¶
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 ¶
GetCurrent returns the current scene, as defined by map.CurrentScene
Example ¶
package main import ( "fmt" "github.com/oakmound/oak/v4/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) // 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 and ends.
type Transition ¶
Transition functions can be set to occur at the end of a scene.
func Fade ¶
func Fade(rate float32, frames int) Transition
Fade is a scene transition that fades to black at a given rate for a total of 'frames' frames