base documentation of konstructor
This commit is contained in:
3
Makefile
3
Makefile
@@ -4,4 +4,5 @@ build:
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go build -o dist/game.exe
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dep:
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go mod tidy
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doc:
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godoc -http=:3000
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@@ -2,31 +2,37 @@ package konstructor
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import "image/color"
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// Windows resolution set
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type ResolutionSet struct {
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Width int
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Height int
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}
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// QVGA resolution set
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var QVGAResolutionSet = ResolutionSet{
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Width: 320,
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Height: 240,
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}
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// VGA resolution set
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var VGAResolutionSet = ResolutionSet{
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Width: 640,
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Height: 480,
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}
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// SVGA resolution set
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var SVGAResolutionSet = ResolutionSet{
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Width: 800,
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Height: 600,
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}
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// XGA resolution set
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var XGAResolutionSet = ResolutionSet{
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Width: 1024,
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Height: 768,
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}
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// List of resolution sets
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var ResolutionSets = []ResolutionSet{
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QVGAResolutionSet,
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VGAResolutionSet,
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@@ -34,6 +40,7 @@ var ResolutionSets = []ResolutionSet{
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XGAResolutionSet,
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}
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// Keyboard layout configuration
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type KeyMap struct {
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Up any
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Down any
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@@ -45,17 +52,21 @@ type KeyMap struct {
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Action3 any
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}
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// Screen configuration
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type ScreenConfig struct {
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Width int
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Height int
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Scale int
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}
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// Header configuration
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type HeaderConfig struct {
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BackgroundColor color.Color
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Height int
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FontLayout FontLayout
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}
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// Game configuration
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type Config struct {
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Name string
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Screen *ScreenConfig
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@@ -63,6 +74,7 @@ type Config struct {
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KeyMap KeyMap
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}
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// Set screen resolution config to a resolution set
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func (c *Config) SetResolution(set ResolutionSet) {
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c.Screen.Width = set.Width
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c.Screen.Height = set.Height
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@@ -1,5 +1,7 @@
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package konstructor
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// Base fields for Domain layer.
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// You need to include this of your game's domain struct
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type DomainBaseFields struct {
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MenuMap MenuMap
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DialogMap DialogMap
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@@ -10,40 +12,66 @@ type DomainBaseFields struct {
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NPCTypeMap NPCTypeMap
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}
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// Domain interface.
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// You need to implement this interface in your game's domain struct
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type DomainInterface interface {
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// Domain initialization. This variable will invoke only once when the game starts
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Init()
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// Return with the default KContext object
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GetInitialKContext() *KContext
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// Return with the default config object
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GetInitialConfig() *Config
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// Return with the menu map
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GetMenuMap() MenuMap
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// Return with a specific menu
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GetMenu(name MenuMapKey) Menu
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// Owerride a specific menu
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SetMenu(name MenuMapKey, menu Menu)
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// Return with the dialog map
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GetDialogMap() DialogMap
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// Return with a specific dialog
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GetDialog(name DialogMapKey) Dialog
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// Override a specific menu
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SetDialog(name DialogMapKey, menu Dialog)
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// Get levels
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GetLevels() []Level
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// Get a specific level
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GetLevel(index int) Level
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// Get players for multiplayer game
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GetPlayers() []Player
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// Get a specific player for multiplayer game
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GetPlayer(index int) Player
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// Get the player for simple player game
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GetDefaultPlayer() Player
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// Return with the platform type map
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GetPlatformTypeMap() PlatformTypeMap
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// Return with a specific platform type
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GetPlatformType(name PlatformTypeMapKey) PlatformType
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// Return with the item type map
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GetItemTypeMap() ItemTypeMap
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// Return with a specific item type
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GetItemType(name ItemTypeMapKey) ItemType
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// Return with the NPC type map
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GetNPCTypeMap() NPCTypeMap
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// Return with a specific NPC type
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GetNPCType(name NPCTypeMapKey) NPCType
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// Add item to inventory
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AddToInventory(item *Item) bool
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// Remove item from inventory
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RemoveFromInventory(item *Item) bool
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// Use inventory item
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UseInventoryItem(item *Item) bool
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// Process game flow by Domain layer
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Process(DomainProcessArgs)
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}
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@@ -1,11 +1,13 @@
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package konstructor
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// Initial arguments of an engine
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type EngineArgs struct {
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Domain DomainInterface
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KContext *KContext
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Config *Config
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}
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// Engine wrapper interface. You need to implement to this for your EntityWrapper, which can run your game engine
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type EngineWrapperInterface interface {
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Init(options EngineArgs)
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Run()
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@@ -1,5 +1,6 @@
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package konstructor
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// Framework context (state)
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type KContext struct {
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ScreenType ScreenType
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ActiveMenu MenuMapKey
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@@ -10,6 +11,7 @@ type KContext struct {
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LiveCount int
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}
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// Check the current screen type
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func (c *KContext) ScreenTypeIs(name ScreenType) bool {
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return c.ScreenType == name
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}
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@@ -7,6 +7,7 @@ type Konstructor struct {
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EngineWrapper EngineWrapperInterface
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}
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// Framework initialization
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func (k Konstructor) Init() {
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k.Domain.Init()
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k.EngineWrapper.Init(EngineArgs{
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@@ -8,8 +8,10 @@ import (
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"golang.org/x/image/font/opentype"
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)
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// Font name type for function input validation
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type FontName string
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// Font preset
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type FontLayout struct {
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Path string
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DPI float64
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@@ -19,6 +21,7 @@ type FontLayout struct {
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cachedFontFace font.Face
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}
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// Get font face from the preset
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func (fl *FontLayout) GetFontFace(scale int) font.Face {
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if fl.cachedFontFace != nil {
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return fl.cachedFontFace
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@@ -34,6 +37,7 @@ func (fl *FontLayout) GetFontFace(scale int) font.Face {
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return font_face
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}
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// Helper, which return the path of font
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func GetFontPath(name FontName) string {
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return "assets/fonts/" + string(name) + ".ttf"
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}
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@@ -7,6 +7,7 @@ import (
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"log"
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)
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// Element render options
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type Render struct {
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Image string
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Width int
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@@ -15,6 +16,7 @@ type Render struct {
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cachedImage image.Image
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}
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// Get image object from image path
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func (ro *Render) GetImage() image.Image {
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if ro.cachedImage != nil {
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return ro.cachedImage
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@@ -1,5 +1,6 @@
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package konstructor
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// Object type type for function input validation
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type ObjectType string
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const (
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@@ -9,6 +10,7 @@ const (
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PlayerObjectType ObjectType = "player"
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)
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// Map of object type's directories
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type ObjectDirectoryMap map[ObjectType]string
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var ObjectDirectories = ObjectDirectoryMap{
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@@ -18,6 +20,7 @@ var ObjectDirectories = ObjectDirectoryMap{
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PlayerObjectType: "players",
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}
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// Return with the path of a specific object type asset directory
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func GetObjectDirectory(name ObjectType) string {
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return "assets/images/" + ObjectDirectories[name] + "/"
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}
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@@ -4,17 +4,20 @@ type ItemTypeMapKey string
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type ItemTypeMap map[ItemTypeMapKey]ItemType
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// Type of item
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type ItemType struct {
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ID string
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Render Render
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}
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// Playground usable item, which can be put in the Inventory
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type Item struct {
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ID string
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Type ItemType
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Position Position
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}
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// Helper, which return with the path of a specific item type
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func GetItemTypeImagePath(name ItemTypeMapKey) string {
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return GetObjectDirectory(ItemObjectType) + string(name) + ".png"
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}
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@@ -15,6 +15,7 @@ type NPC struct {
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Position Position
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}
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// Helper, which return with the path of a specific NPC type
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func GetNPCTypeImagePath(name NPCTypeMapKey) string {
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return GetObjectDirectory(NPCObjectType) + string(name) + ".png"
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}
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@@ -15,6 +15,7 @@ type Platform struct {
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Position Position
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}
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// Helper, which return with the path of a specific platform type
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func GetPlatformTypeImagePath(name PlatformTypeMapKey) string {
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return GetObjectDirectory(PlatformObjectType) + string(name) + ".png"
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}
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@@ -8,15 +8,18 @@ type InventoryItem struct {
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Active bool
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}
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// Player inventory
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type Inventory struct {
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Items []InventoryItem
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}
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// Player type
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type PlayerType struct {
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ID PlayerTypeID
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Render Render
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}
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// Playable character
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type Player struct {
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ID string
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Type PlayerType
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@@ -24,6 +27,7 @@ type Player struct {
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Inventory Inventory
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}
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// Helper, which return with the path of a specific player type
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func GetPlayerTypeImagePath(name PlayerTypeID) string {
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return GetObjectDirectory(PlayerObjectType) + string(name) + ".png"
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}
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@@ -6,23 +6,27 @@ type DialogMapKey string
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type DialogMap map[DialogMapKey]Dialog
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// Layout of dialog
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type DialogLayout struct {
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Render Render
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ChoiceFont FontLayout
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}
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// Choicable answer in a dialog (by player)
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type DialogChoice struct {
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ID string
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Label string
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Handler func()
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}
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// Dialog between player and NPC
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type Dialog struct {
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CurrentSelected int
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Layout DialogLayout
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Choices []DialogChoice
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}
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// Return with color of choice
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func (dialog *Dialog) GetChoiceColor(i int) color.Color {
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if dialog.CurrentSelected == i {
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return dialog.Layout.ChoiceFont.SelectedColor
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@@ -4,24 +4,29 @@ import "image/color"
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type MenuMapKey string
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// Map of menus
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type MenuMap map[MenuMapKey]Menu
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// Layout of menu
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type MenuLayout struct {
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MenuItemFont FontLayout
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}
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// Menu item
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type MenuItem struct {
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ID string
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Label string
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Handler func()
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}
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// Game menu
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type Menu struct {
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CurrentSelected int
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Layout MenuLayout
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MenuItems []MenuItem
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}
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// Return with the color of menu item
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func (menu *Menu) GetMenuItemColor(i int) color.Color {
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if menu.CurrentSelected == i {
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return menu.Layout.MenuItemFont.SelectedColor
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@@ -1,13 +1,16 @@
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package konstructor
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// ID of playground for method input validation
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type PlaygroundID string
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// Position configuration
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type Position struct {
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X int
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Y int
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Z int
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}
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// Displayable section of a level
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type Playground struct {
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ID PlaygroundID
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Render Render
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@@ -16,12 +19,14 @@ type Playground struct {
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Items []Item
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}
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// Game level
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type Level struct {
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ID string
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Name string
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Playgrounds []Playground
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}
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// Return with the path of a specific playground background
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func GetPlaygroundImagePath(name PlaygroundID) string {
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return "assets/images/playgrounds/" + string(name) + ".png"
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}
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@@ -1,5 +1,6 @@
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package konstructor
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// Type of screen type for method input validation
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type ScreenType string
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const (
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