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maker.go
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maker.go
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// Copyright 2015 Garrett D'Amore
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use file except in compliance with the License.
// You may obtain a copy of the license at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package main
import (
"errors"
"log"
"sync"
)
// ObjectMaker is a function that creates game objects as described
// by the properties. There may actually be multiple objects or composite
// objects taht result. The ObjectMaker will register any created objects
// with the Level.
type GameObjectMaker func(l *Level, props GameObjectProps) error
var makerLk sync.Mutex
var objectMakers map[string]GameObjectMaker
func RegisterGameObjectMaker(name string, maker GameObjectMaker) {
makerLk.Lock()
if objectMakers == nil {
objectMakers = make(map[string]GameObjectMaker)
}
objectMakers[name] = maker
makerLk.Unlock()
}
func MakeGameObject(l *Level, name string, props GameObjectProps) error {
makerLk.Lock()
m, ok := objectMakers[name]
makerLk.Unlock()
if !ok || m == nil {
log.Printf("No object maker for %s", name)
return errors.New("Do not know how to make named object")
}
return m(l, props)
}