revert: 移除 gameplay,设计不合理

This commit is contained in:
kercylan98 2023-07-27 16:22:23 +08:00
parent 87f26dd394
commit 41ea022261
7 changed files with 0 additions and 278 deletions

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@ -1,87 +0,0 @@
package builtin
import (
"github.com/kercylan98/minotaur/game"
"github.com/kercylan98/minotaur/utils/offset"
"time"
)
func NewGameplay() *Gameplay {
return &Gameplay{
Time: offset.NewTime(0),
}
}
type Gameplay struct {
*offset.Time
startTime time.Time
gameplayStartEventHandles []game.GameplayStartEventHandle
gameplayTimeChangeEventHandles []game.GameplayTimeChangeEventHandle
gameplayReleaseEventHandles []game.GameplayReleaseEventHandle
}
func (slf *Gameplay) GameStart(handle func() error) error {
if handle != nil {
if err := handle(); err != nil {
return err
}
}
slf.startTime = slf.Time.Now()
slf.OnGameplayStartEvent()
return nil
}
func (slf *Gameplay) GetTime() *offset.Time {
return slf.Time
}
func (slf *Gameplay) GetCurrentTime() time.Time {
return slf.Time.Now()
}
func (slf *Gameplay) SetTimeOffset(offset time.Duration) {
slf.Time.SetOffset(offset)
slf.OnGameplayTimeChangeEvent()
}
func (slf *Gameplay) Release() {
slf.OnGameplayReleaseEvent()
slf.gameplayStartEventHandles = nil
slf.gameplayTimeChangeEventHandles = nil
slf.gameplayReleaseEventHandles = nil
}
func (slf *Gameplay) RegGameplayStartEvent(handle game.GameplayStartEventHandle) {
slf.gameplayStartEventHandles = append(slf.gameplayStartEventHandles, handle)
}
func (slf *Gameplay) OnGameplayStartEvent() {
for _, handle := range slf.gameplayStartEventHandles {
handle(slf.startTime)
}
}
func (slf *Gameplay) RegGameplayTimeChangeEvent(handle game.GameplayTimeChangeEventHandle) {
slf.gameplayTimeChangeEventHandles = append(slf.gameplayTimeChangeEventHandles, handle)
}
func (slf *Gameplay) OnGameplayTimeChangeEvent() {
if len(slf.gameplayTimeChangeEventHandles) == 0 {
return
}
current := slf.Time.Now()
for _, handle := range slf.gameplayTimeChangeEventHandles {
handle(current)
}
}
func (slf *Gameplay) RegGameplayReleaseEvent(handle game.GameplayReleaseEventHandle) {
slf.gameplayReleaseEventHandles = append(slf.gameplayReleaseEventHandles, handle)
}
func (slf *Gameplay) OnGameplayReleaseEvent() {
for _, handle := range slf.gameplayReleaseEventHandles {
handle()
}
}

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@ -1,27 +0,0 @@
package builtin
import (
"github.com/kercylan98/minotaur/game"
)
func NewGameplayOver() *GameplayOver {
return &GameplayOver{}
}
type GameplayOver struct {
gameplayOverEventHandles []game.GameplayOverEventHandle
}
func (slf *GameplayOver) GameOver() {
slf.OnGameplayOverEvent()
}
func (slf *GameplayOver) RegGameplayOverEvent(handle game.GameplayOverEventHandle) {
slf.gameplayOverEventHandles = append(slf.gameplayOverEventHandles, handle)
}
func (slf *GameplayOver) OnGameplayOverEvent() {
for _, handle := range slf.gameplayOverEventHandles {
handle()
}
}

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@ -1,67 +0,0 @@
package builtin
import (
"github.com/kercylan98/minotaur/game"
"github.com/kercylan98/minotaur/utils/timer"
"time"
)
const (
gameplayTimeTickerEndTime = "GameplayTimeTickerEndTime"
)
func NewGameplayTime(gameplay game.Gameplay, gameplayOver game.GameplayOver, options ...GameplayTimeOption) *GameplayTime {
gameplayTime := &GameplayTime{
Gameplay: gameplay,
GameplayOver: gameplayOver,
}
for _, option := range options {
option(gameplayTime)
}
if gameplayTime.ticker == nil {
gameplayTime.afterName = gameplayTimeTickerEndTime
gameplayTime.ticker = timer.GetTicker(10)
}
return gameplayTime
}
type GameplayTime struct {
game.Gameplay
game.GameplayOver
id int64
afterName string
endTime time.Time
ticker *timer.Ticker
}
func (slf *GameplayTime) GetEndTime() time.Time {
return slf.endTime
}
func (slf *GameplayTime) SetEndTime(t time.Time) {
compare := t.Compare(slf.endTime)
if compare == 0 {
return
}
slf.ticker.StopTimer(slf.afterName)
current := slf.GetCurrentTime()
if compare < 0 && t.Compare(current) < 0 {
slf.GameplayOver.GameOver()
return
}
slf.endTime = t
slf.ticker.After(slf.afterName, slf.endTime.Sub(current), func() {
slf.GameplayOver.GameOver()
})
}
func (slf *GameplayTime) ChangeEndTime(d time.Duration) {
slf.SetEndTime(slf.endTime.Add(d))
}
func (slf *GameplayTime) Release() {
slf.ticker.Release()
slf.ticker = nil
}

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@ -1,30 +0,0 @@
package builtin
import (
"fmt"
"github.com/kercylan98/minotaur/utils/timer"
)
type GameplayTimeOption func(time *GameplayTime)
func WithGameplayTimeWheelSize(size int) GameplayTimeOption {
return func(time *GameplayTime) {
if time.ticker != nil {
time.ticker.Release()
time.id = 0
}
time.ticker = timer.GetTicker(size)
time.afterName = gameplayTimeTickerEndTime
}
}
func WithGameplayTimeTicker(id int64, ticker *timer.Ticker) GameplayTimeOption {
return func(time *GameplayTime) {
if time.ticker != nil {
time.ticker.Release()
}
time.id = id
time.ticker = ticker
time.afterName = fmt.Sprintf("%s_%d", gameplayTimeTickerEndTime, id)
}
}

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@ -1,36 +0,0 @@
package game
import (
"github.com/kercylan98/minotaur/utils/offset"
"time"
)
// Gameplay 游戏玩法
type Gameplay interface {
// GameStart 游戏玩法开始
GameStart(handle func() error) error
// GetTime 获取游戏玩法的时间偏移
GetTime() *offset.Time
// GetCurrentTime 获取玩法当前存在偏移的时间
GetCurrentTime() time.Time
// SetTimeOffset 设置玩法时间偏移
SetTimeOffset(offset time.Duration)
// Release 释放游戏玩法资源
Release()
// RegGameplayStartEvent 在游戏玩法开始时将立即执行被注册的事件处理函数
RegGameplayStartEvent(handle GameplayStartEventHandle)
OnGameplayStartEvent()
// RegGameplayTimeChangeEvent 游戏玩法的时间被改变(非自然流逝)时将立刻执行被注册的事件处理函数
RegGameplayTimeChangeEvent(handle GameplayTimeChangeEventHandle)
OnGameplayTimeChangeEvent()
// RegGameplayReleaseEvent 游戏玩法资源被释放前将立即执行被注册的事件处理函数
RegGameplayReleaseEvent(handle GameplayReleaseEventHandle)
OnGameplayReleaseEvent()
}
type (
GameplayStartEventHandle func(startTime time.Time)
GameplayTimeChangeEventHandle func(current time.Time)
GameplayReleaseEventHandle func()
)

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@ -1,14 +0,0 @@
package game
type GameplayOver interface {
// GameOver 游戏玩法结束
GameOver()
// RegGameplayOverEvent 游戏玩法结束时将立即调用被注册的事件处理函数
RegGameplayOverEvent(handle GameplayOverEventHandle)
OnGameplayOverEvent()
}
type (
GameplayOverEventHandle func()
)

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@ -1,17 +0,0 @@
package game
import "time"
// GameplayTime 为游戏玩法添加游戏时长的特性
type GameplayTime interface {
Gameplay
GameplayOver
// GetEndTime 获取游戏结束时间
GetEndTime() time.Time
// SetEndTime 设置游戏结束时间
SetEndTime(t time.Time)
// ChangeEndTime 通过相对时间的方式改变游戏结束时间
ChangeEndTime(d time.Duration)
// Release 释放资源
Release()
}