A 2D tile-based sandbox game.
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Mod.cc 2.0KB

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  1. #include "Mod.h"
  2. #include <stdio.h>
  3. #include <algorithm>
  4. #include "util.h"
  5. #include "log.h"
  6. namespace Swan {
  7. void Mod::init(const std::string &name) {
  8. name_ = name;
  9. inited_ = true;
  10. info << "Mod initing: " << name_;
  11. }
  12. void Mod::registerImage(const std::string &name, const std::string &path, int frame_height) {
  13. images_.push_back(std::make_unique<ImageResource>(
  14. renderer_, name_ + "::" + name, path_ + "/assets/" + path, frame_height));
  15. info << " Adding image: " << name_ << "::" << name << " (" << path << ')';
  16. }
  17. void Mod::registerTile(Tile::Builder tile) {
  18. tile.name = name_ + "::" + tile.name;
  19. tiles_.push_back(tile);
  20. info << " Adding tile: " << tile.name;
  21. }
  22. void Mod::registerItem(Item::Builder item) {
  23. item.name = name_ + "::" + item.name;
  24. items_.push_back(item);
  25. info << " Adding item: " << item.name;
  26. }
  27. void Mod::registerWorldGen(const std::string &name, std::unique_ptr<WorldGen::Factory> gen) {
  28. gen->name_ = name_ + "::" + name;
  29. info << " Adding world gen: " << gen->name_;
  30. worldgens_.push_back(std::move(gen));
  31. }
  32. void Mod::registerEntity(const std::string &name, std::unique_ptr<Entity::Factory> ent) {
  33. ent->name_ = name_ + "::" + name;
  34. info << " Adding entity: " << ent->name_;
  35. entities_.push_back(std::move(ent));
  36. }
  37. Iter<std::unique_ptr<Tile>> Mod::buildTiles(const ResourceManager &resources) {
  38. return map(begin(tiles_), end(tiles_), [&](const Tile::Builder &builder) {
  39. return std::make_unique<Tile>(resources, builder);
  40. });
  41. }
  42. Iter<std::unique_ptr<Item>> Mod::buildItems(const ResourceManager &resources) {
  43. return map(begin(items_), end(items_), [&](const Item::Builder &builder) {
  44. return std::make_unique<Item>(resources, builder);
  45. });
  46. }
  47. Iter<WorldGen::Factory *> Mod::getWorldGens() {
  48. return map(begin(worldgens_), end(worldgens_), [](const std::unique_ptr<WorldGen::Factory> &gen) {
  49. return gen.get();
  50. });
  51. }
  52. Iter<Entity::Factory *> Mod::getEntities() {
  53. return map(begin(entities_), end(entities_), [](const std::unique_ptr<Entity::Factory> &ent){
  54. return ent.get();
  55. });
  56. }
  57. }