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entity.go
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entity.go
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// Copyright 2021 Google LLC
//
// 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 level
import (
m "github.com/divVerent/aaaaxy/internal/math"
"github.com/divVerent/aaaaxy/internal/propmap"
)
// PersistentState is how entities retain values across loading/unloading and in
// save games.
type PersistentState = propmap.Map
// A SpawnableProps is a blueprint to create an Entity but without its position.
type SpawnableProps struct {
// Type.
EntityType string
// Orientation.
Orientation m.Orientation
// Other properties.
Properties propmap.Map
// Persistent entity state, if any, shall be kept in this map.
PersistentState PersistentState `hash:"-"`
// SpawnTilesGrowth is how much extra pixels around the entity to consider
// for spawning.
SpawnTilesGrowth m.Delta
}
// A Spawnable is a blueprint to create an Entity in a level.
type Spawnable struct {
SpawnableProps
// The ID of the entity in the map.
ID EntityID
// Location.
LevelPos m.Pos
RectInTile m.Rect
}
func (sp *Spawnable) Clone() *Spawnable {
// First make a shallow copy.
outSp := new(Spawnable)
*outSp = *sp
// Now "deepend" all that's needed.
outSp.PersistentState = propmap.New()
propmap.ForEach(sp.PersistentState, func(k, v string) error {
propmap.Set(outSp.PersistentState, k, v)
return nil
})
return outSp
}
// EntityID represents an unique ID of an entity.
type EntityID int
// InvalidEntityID is an ID that cannot be used in Tiled.
// Tiled's first entity has ID 1.
const InvalidEntityID EntityID = 0
// IsValid returns whether an EntityID is valid for an actual entity.
func (e EntityID) IsValid() bool {
return e != InvalidEntityID
}