-
Notifications
You must be signed in to change notification settings - Fork 34
Expand file tree
/
Copy pathcomponent.go
More file actions
149 lines (126 loc) · 4.8 KB
/
Copy pathcomponent.go
File metadata and controls
149 lines (126 loc) · 4.8 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
/*
* Copyright (c) 2021 The XGo Authors (xgo.dev). All rights reserved.
*
* 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 spx
import coreproject "github.com/goplus/spx/v2/internal/core/project"
// ============================================================================
// Component System
// ============================================================================
// This file defines the component-based architecture for sprites.
// Each component encapsulates a specific aspect of sprite functionality.
// component is the base interface for all sprite components.
type component interface {
// initialize is called when the component is first created.
// spriteCfg can be nil when cloning.
initialize(sprite *SpriteImpl, spriteCfg *coreproject.SpriteConfig)
// cloneFrom creates a new component instance by cloning from source.
cloneFrom(src component, newSprite *SpriteImpl) component
// onDestroy is called when the sprite is being destroyed.
onDestroy()
}
// componentBase provides default implementations for the component interface.
type componentBase struct {
sprite *SpriteImpl
}
func (c *componentBase) initialize(sprite *SpriteImpl, spriteCfg *coreproject.SpriteConfig) {
c.sprite = sprite
}
// ============================================================================
// Component Registry
// ============================================================================
// spriteComponents holds all components attached to a sprite.
type spriteComponents struct {
transform *transformComponent
animation *animationComponent
physics *physicsComponent
pen *penComponent
sound *soundComponent
bubble *bubbleComponent // Optional: only allocated when Say/Think/Quote is used
}
// initComponents initializes all sprite components.
func (sc *spriteComponents) initComponents(sprite *SpriteImpl, spriteCfg *coreproject.SpriteConfig) {
sc.transform = &transformComponent{}
sc.transform.initialize(sprite, spriteCfg)
sc.animation = &animationComponent{}
sc.animation.initialize(sprite, spriteCfg)
sc.physics = &physicsComponent{}
sc.physics.initialize(sprite, spriteCfg)
sc.pen = &penComponent{}
sc.pen.initialize(sprite, spriteCfg)
sc.sound = &soundComponent{}
sc.sound.initialize(sprite, spriteCfg)
}
// cloneFrom creates new component instances by cloning from source components.
// This is used when cloning a sprite to ensure each sprite has independent components.
// Each component's cloneFrom method is responsible for its own cloning logic.
func (sc *spriteComponents) cloneFrom(src *spriteComponents, newSprite *SpriteImpl) {
// Delegate cloning to each component
sc.transform = src.transform.cloneFrom(src.transform, newSprite).(*transformComponent)
sc.animation = src.animation.cloneFrom(src.animation, newSprite).(*animationComponent)
sc.physics = src.physics.cloneFrom(src.physics, newSprite).(*physicsComponent)
sc.pen = src.pen.cloneFrom(src.pen, newSprite).(*penComponent)
sc.sound = src.sound.cloneFrom(src.sound, newSprite).(*soundComponent)
// Bubble component is optional and NOT cloned - each sprite starts fresh
sc.bubble = nil
}
// destroyComponents destroys all sprite components.
func (sc *spriteComponents) destroyComponents() {
if sc.transform != nil {
sc.transform.onDestroy()
}
if sc.animation != nil {
sc.animation.onDestroy()
}
if sc.physics != nil {
sc.physics.onDestroy()
}
if sc.pen != nil {
sc.pen.onDestroy()
}
if sc.sound != nil {
sc.sound.onDestroy()
}
if sc.bubble != nil {
sc.bubble.onDestroy()
}
}
// Transform returns the transform component.
func (sc *spriteComponents) Transform() *transformComponent {
return sc.transform
}
// Animation returns the animation component.
func (sc *spriteComponents) Animation() *animationComponent {
return sc.animation
}
// Physics returns the physics component.
func (sc *spriteComponents) Physics() *physicsComponent {
return sc.physics
}
// Pen returns the pen component.
func (sc *spriteComponents) Pen() *penComponent {
return sc.pen
}
// Sound returns the sound component.
func (sc *spriteComponents) Sound() *soundComponent {
return sc.sound
}
// Bubble returns the bubble component (lazy initialization).
func (sc *spriteComponents) Bubble() *bubbleComponent {
if sc.bubble == nil {
sc.bubble = &bubbleComponent{}
sc.bubble.initialize(sc.transform.sprite, nil)
}
return sc.bubble
}