chore: separate birbcore in its own subfolder

This commit is contained in:
Kazhnuz 2021-05-05 08:53:54 +02:00
parent 76969e7686
commit 84f483f6b4
11 changed files with 137 additions and 105 deletions

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@ -6,6 +6,7 @@
"game",
"core",
"scenes",
"utils"
"utils",
"birb"
]
}

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@ -23,6 +23,9 @@
function love.update(dt)
core:update(dt)
if (game ~= nil) then
game:update(dt)
end
end
function love.draw()

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@ -23,8 +23,7 @@
local DebugSystem = Object:extend()
local cwd = (...):gsub('%.debug$', '') .. "."
local lovebird = require(cwd .. "libs.lovebird")
local lovebird = require "birb.libs.lovebird"
function DebugSystem:new(controller, active)
self.controller = controller

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@ -0,0 +1,111 @@
-- core/init.lua :: The main file of the core system, an object full of subsystem
-- loaded by the game to handle the main functions (like screen, translation,
-- inputs…)
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local cwd = (...):gsub('%.init$', '') .. "."
local CoreSystem = Object:extend()
local DebugSystem = require(cwd .. "debug")
local Options = require(cwd .. "options")
local Input = require(cwd .. "input")
local Screen = require(cwd .. "screen")
local Lang = require(cwd .. "lang")
local SceneManager = require(cwd .. "scenemanager")
-- INIT FUNCTIONS
-- Initialize and configure the core object
function CoreSystem:new(isDebug)
self.debug = DebugSystem(self, isDebug)
self.options = Options(self)
self.input = Input(self)
self.screen = Screen(self)
self.scenemanager = SceneManager(self)
self.lang = Lang(self)
end
function CoreSystem:registerGameSystem(gamesystem)
self.game = gamesystem
end
-- MOUSE FUNCTIONS
-- get directly the mouse when needed
function CoreSystem:mousemoved(x, y, dx, dy)
local x, y = self.screen:project(x, y)
local dx, dy = self.screen:project(dx, dy)
self.scenemanager:mousemoved(x, y, dx, dy)
end
function CoreSystem:mousepressed( x, y, button, istouch )
local x, y = self.screen:project(x, y)
self.scenemanager:mousepressed( x, y, button, istouch )
end
-- KEYBOARD FUNCTIONS
-- get directly the keyboard when needed
function CoreSystem:keypressed( key, scancode, isrepeat )
self.scenemanager:keypressed( key, scancode, isrepeat )
end
function CoreSystem:keyreleased( key )
self.scenemanager:keyreleased( key )
end
-- UPDATE FUNCTIONS
-- Load every sytem every update functions of the scene and objects
function CoreSystem:update(dt)
-- If the frameskip is to high, prefer slowdown to frameskip
local dt = math.min(dt, 1/15)
self.debug:update(dt)
self.input:update(dt)
if (self.game ~= nil) then
self.game:update(dt)
end
self.scenemanager:update(dt)
self.screen:update(dt)
end
-- DRAW FUNCTIONS
-- Draw the whole game
function CoreSystem:draw()
self.scenemanager:draw()
end
-- EXIT FUNCTIONS
-- Quit the game
function CoreSystem:exit()
self.options:save()
love.event.quit()
end
return CoreSystem

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@ -24,8 +24,7 @@
local OptionsManager = Object:extend()
local cwd = (...):gsub('%.options$', '') .. "."
local binser = require(cwd .. "libs.binser")
local binser = require("birb.libs.binser")
local TRANSLATION_PATH = "datas/languages/"

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@ -24,8 +24,7 @@
local ScreenManager = Object:extend()
local cwd = (...):gsub('%.screen$', '') .. "."
local CScreen = require(cwd .. "libs.cscreen")
local CScreen = require("birb.libs.cscreen")
-- INIT FUNCTIONS
-- Initialize and configure the screen manager

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@ -1,9 +1,7 @@
-- core/init.lua :: The main file of the core system, an object full of subsystem
-- loaded by the game to handle the main functions (like screen, translation,
-- inputs…)
-- birb :: The main birb script, loading the core and main utilities
--[[
Copyright © 2019 Kazhnuz
Copyright © 2021 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
@ -23,98 +21,31 @@
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local cwd = (...):gsub('%.init$', '') .. "."
birb = {}
-- GLOBAL UTILS/FUNCTION LOADING
-- Load in the global namespace utilities that'll need to be reusable everywhere
-- in the game
Object = require(cwd .. "libs.classic")
utils = require(cwd .. "utils")
Object = require("birb.libs.classic")
utils = require("birb.utils")
local CoreSystem = Object:extend()
birb.Core = require("birb.core")
local DebugSystem = require(cwd .. "debug")
local Options = require(cwd .. "options")
local Input = require(cwd .. "input")
local Screen = require(cwd .. "screen")
local Lang = require(cwd .. "lang")
local SceneManager = require(cwd .. "scenemanager")
require(cwd .. "callbacks")
-- INIT FUNCTIONS
-- Initialize and configure the core object
function CoreSystem:new(DEBUGMODE)
self.debug = DebugSystem(self, DEBUGMODE)
self.options = Options(self)
self.input = Input(self)
self.screen = Screen(self)
self.scenemanager = SceneManager(self)
self.lang = Lang(self)
end
function CoreSystem:registerGameSystem(gamesystem)
self.game = gamesystem
end
-- MOUSE FUNCTIONS
-- get directly the mouse when needed
function CoreSystem:mousemoved(x, y, dx, dy)
local x, y = self.screen:project(x, y)
local dx, dy = self.screen:project(dx, dy)
self.scenemanager:mousemoved(x, y, dx, dy)
end
function CoreSystem:mousepressed( x, y, button, istouch )
local x, y = self.screen:project(x, y)
self.scenemanager:mousepressed( x, y, button, istouch )
end
-- KEYBOARD FUNCTIONS
-- get directly the keyboard when needed
function CoreSystem:keypressed( key, scancode, isrepeat )
self.scenemanager:keypressed( key, scancode, isrepeat )
end
function CoreSystem:keyreleased( key )
self.scenemanager:keyreleased( key )
end
-- UPDATE FUNCTIONS
-- Load every sytem every update functions of the scene and objects
function CoreSystem:update(dt)
-- If the frameskip is to high, prefer slowdown to frameskip
local dt = math.min(dt, 1/15)
self.debug:update(dt)
self.input:update(dt)
if (self.game ~= nil) then
self.game:update(dt)
function birb.start(gamemodule, isDebug)
birb.startCore((isDebug == true))
if (gamemodule ~= nil) then
birb.startGame(gamemodule)
end
self.scenemanager:update(dt)
self.screen:update(dt)
end
-- DRAW FUNCTIONS
-- Draw the whole game
function CoreSystem:draw()
self.scenemanager:draw()
function birb.startCore(isDebug)
core = birb.Core(isDebug)
end
-- EXIT FUNCTIONS
-- Quit the game
function CoreSystem:exit()
self.options:save()
love.event.quit()
function birb.startGame(gamemodule)
local GameObject = require(gamemodule)
game = GameObject()
end
return CoreSystem
require("birb.callbacks")

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@ -21,22 +21,11 @@
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local Core = require "birb"
local Game = require "game"
require "birb"
scenes = require "scenes"
function love.load()
core = Core(true)
game = Game()
birb.start("game", false)
scenes.title()
end
function love.update(dt)
core:update(dt)
game:update(dt)
end
function love.draw()
core:draw()
end