jl-ecs/world.go

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package ecs
import (
"fmt"
"math"
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"time"
"github.com/yohamta/donburi"
"github.com/yohamta/donburi/features/events"
)
type WorldState int
type WorldId = donburi.WorldId
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const (
Init WorldState = iota
Running
Pause
Error
Close
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Closed
)
type (
World interface {
donburi.World
StartUp()
Pause()
Resume()
SetSpeed(speed float64) error
AddSystem(sys ...ISystem)
// 在世界中执行处理逻辑(在世界运行线程中)
Execute(fn HandleFunc)
Close()
// 世界运行间隔
Tick() int
Running() bool
}
// 处理函数
HandleFunc func()
)
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type world struct {
donburi.World
systems []ISystem
state WorldState
tick int
ticker *time.Ticker
// 世界运行倍速
speed float64
// 下一帧系统需要执行的次数
times float64
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// 待执行函数
toBeExecuteds chan HandleFunc
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}
// 新建一个组件类型
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func NewComponentType[T any](opts ...interface{}) *ComponentType[T] {
ct := donburi.NewComponentType[T](opts...)
return &ComponentType[T]{ct}
}
// 新建一个标签
func NewTag() *ComponentType[struct{}] {
return NewComponentType[struct{}]()
}
// 将entity列表转换为entry列表
func Entries(w World, entities []donburi.Entity) []*Entry {
entries := make([]*Entry, len(entities))
for i, entity := range entities {
entries[i] = w.Entry(entity)
}
return entries
}
// 初始化一个新World
// tick 单位为ms且必须大于0,(小于15ms的值在Windows系统中会达不到Windows系统中系统中断好像默认是15.6ms也就是一秒最多64次)
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func NewWorld(tick int) World {
if tick <= 0 {
panic("tick必须大于0")
}
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return &world{
World: donburi.NewWorld(),
systems: make([]ISystem, 0),
state: Init,
tick: tick,
ticker: time.NewTicker(time.Duration(tick) * time.Millisecond),
speed: 1,
times: 1,
toBeExecuteds: make(chan HandleFunc, 32),
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}
}
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func (w *world) Running() bool {
return w.state == Running
}
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func (w *world) Tick() int {
return w.tick
}
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// 添加系统
func (w *world) AddSystem(sys ...ISystem) {
w.systems = append(w.systems, sys...)
}
// 执行所有事件处理
func (w *world) ProcessAllEvents() {
events.ProcessAllEvents(w.World)
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}
// 暂停世界
func (w *world) Pause() {
if w.state == Running {
w.state = Pause
}
}
// 恢复世界运行
func (w *world) Resume() {
if w.state == Pause {
w.state = Running
}
}
const (
SpeedMin = 0.1
SpeedMax = 10
)
// 设置世界运行倍速
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func (w *world) SetSpeed(speed float64) error {
if speed < SpeedMin || speed > SpeedMax {
return fmt.Errorf("速度必须在[%f, %d]之间", SpeedMin, SpeedMax)
}
w.speed = speed
return nil
}
// 启动世界,世界逻辑开始执行且世界为运行状态
func (w *world) StartUp() {
if w.state == Init { // 避免重复运行
w.state = Running
go w.run()
}
}
// 在世界线程执行逻辑
func (w *world) Execute(fn HandleFunc) {
w.toBeExecuteds <- fn
}
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// 关闭世界
func (w *world) Close() {
w.state = Close
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}
// 执行待处理方法
func (w *world) executeTodos() {
funcs := w.toBeExecuteds
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for {
select {
case fn := <-funcs:
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{
fn()
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}
default:
return
}
}
}
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func (w *world) run() {
for {
if w.state == Error {
// 世界错误,关闭世界
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return
}
if w.state == Close {
// 世界正常关闭
w.state = Closed
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return
}
<-w.ticker.C
// start := time.Now()
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if w.state == Pause { // 暂停不更新
continue
}
if w.times > 1 {
times := int(math.Floor(w.times))
for i := 0; i < times; i++ {
for _, sys := range w.systems {
sys.Update(w)
}
// 处理事件管理相关
w.executeTodos()
// 处理所有事件
processAllEvents(w)
}
w.times = w.times - float64(times) + w.speed
} else {
w.times += w.speed
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}
// dt := time.Since(start)
// fmt.Println("仿真系统执行耗时:", dt.Milliseconds(), "ms")
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}
}