Added assets manager singleton.

This commit is contained in:
2025-10-05 17:47:17 -04:00
parent 03b5d1dafb
commit c3d52252c0
11 changed files with 330 additions and 30 deletions

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97
licenses/OFL.TXT Normal file
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@@ -0,0 +1,97 @@
Copyright (c) <dates>, <Copyright Holder> (<URL|email>),
with Reserved Font Name <Reserved Font Name>.
Copyright (c) <dates>, <additional Copyright Holder> (<URL|email>),
with Reserved Font Name <additional Reserved Font Name>.
Copyright (c) <dates>, <additional Copyright Holder> (<URL|email>).
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://openfontlicense.org
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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@@ -16,7 +16,8 @@ local Drawable = make_class(Asset)
-- Class methods
------------------------------------------------------------------------------
function Drawable:_init()
function Drawable:_init(file_name)
Asset._init(self, file_name)
end

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@@ -17,15 +17,15 @@ local Sprite = make_class(Drawable)
-- Class methods
------------------------------------------------------------------------------
function Sprite:_init(sprite_name, x, y)
self.sprite_name = string.format('assets/%s', sprite_name)
function Sprite:_init(file_name, x, y)
Drawable._init(self, file_name)
self.x = (x ~= nil and x) or 0
self.y = (y ~= nil and y) or 0
end
function Sprite:load()
self.sprite = love.graphics.newImage(self.sprite_name)
self.sprite = love.graphics.newImage(self.file_name)
end

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@@ -3,8 +3,10 @@
------------------------------------------------------------------------------
local make_class = require 'src.utils.classes'
local assets = require 'src.utils.asstmngr'
local Drawable = require 'src.graphics.drawable'
------------------------------------------------------------------------------
-- Class definitions
------------------------------------------------------------------------------
@@ -18,8 +20,8 @@ local GameState = make_class(Drawable)
function GameState:_init(name, index)
Drawable._init(self)
self.name = name
self.index = index
self.name = name
self.index = index
end
@@ -28,6 +30,15 @@ function GameState:update(_)
end
function GameState:load()
end
function GameState:unload()
assets:unload(self.name)
end
------------------------------------------------------------------------------
-- Module return
------------------------------------------------------------------------------

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@@ -3,6 +3,7 @@
------------------------------------------------------------------------------
local love = require 'love'
local assets = require 'src.utils.asstmngr'
local make_class = require 'src.utils.classes'
local GameState = require 'src.gstates.gstate'
local Fader = require 'src.graphics.fader'
@@ -36,40 +37,42 @@ function MainMenu:_init(name, index)
-- Create sound effects.
self.bgm = SoundEffect('bgm/eskisky.wav')
end
function MainMenu:load()
-- Load sprites.
self.background:load()
self.cursor:load()
-- Load sound effects and start playing the background music
self.bgm:load()
self.bgm:play()
-- Register all assets.
assets:register(self.name, self.background)
assets:register(self.name, self.cursor)
assets:register(self.name, self.bgm)
end
function MainMenu:update(dt)
-- Update the fader.
self.fade:update(dt)
if assets:done(self.name) then
if not self.bgm:isPlaying() then self.bgm:play() end
-- Move on to the next game state if the user skipped the intro or all stages are complete.
if not self.skip then return self.index else return -1 end
-- Update the fader.
self.fade:update(dt)
-- Move on to the next game state if the user skipped the intro or all stages are complete.
if not self.skip then return self.index else return -1 end
else
assets:update(self.name)
end
end
function MainMenu:draw()
self.background:draw()
self.cursor:draw()
self.fade:draw()
if assets:done(self.name) then
self.background:draw()
self.cursor:draw()
self.fade:draw()
else
assets:draw()
end
end
function MainMenu:unload()
self.background:unload()
self.cursor:unload()
self.bgm:unload()
assets:unload(self.name)
end

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@@ -11,7 +11,7 @@ local Asset = require 'src.utils.asset'
------------------------------------------------------------------------------
-- SoundEffect is a simple wrapper around Löve's Source class to allow for
-- easy loading/unloading and automatically hecking if a sound effect is valid
-- easy loading/unloading and automatically checking if a sound effect is valid
-- before using it.
local SoundEffect = make_class(Asset)
@@ -21,7 +21,7 @@ local SoundEffect = make_class(Asset)
------------------------------------------------------------------------------
function SoundEffect:_init(file_name)
self.file_name = string.format('assets/%s', file_name)
Asset._init(self, file_name)
end

53
src/ui/font.lua Normal file
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@@ -0,0 +1,53 @@
------------------------------------------------------------------------------
-- Imports
------------------------------------------------------------------------------
local love = require 'love'
local make_class = require 'src.utils.classes'
local Asset = require 'src.utils.asset'
------------------------------------------------------------------------------
-- Class definitions
------------------------------------------------------------------------------
-- Font is a simple wrapper around Löve's own Font class to allow for
-- easy loading/unloading and automatically checking if it's is valid
-- before using it.
local Font = make_class(Asset)
------------------------------------------------------------------------------
-- Class methods
------------------------------------------------------------------------------
function Font:_init(file_name, size)
self.file_name = string.format('assets/%s', file_name)
self.size = (size ~= nil and size) or 20
end
function Font:load()
self.f = love.graphics.newFont(self.file_name, self.size)
end
function Font:unload()
self.f = nil
end
function Font:set()
if self.f ~= nil then love.graphics.setFont(self.f) end
end
function Font:unset()
love.graphics.setFont()
end
------------------------------------------------------------------------------
-- Module return
------------------------------------------------------------------------------
return Font

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@@ -16,15 +16,18 @@ local Asset = make_class()
-- Class methods
------------------------------------------------------------------------------
function Asset:_init()
function Asset:_init(file_name)
self.file_name = string.format('assets/%s', file_name)
end
function Asset:load()
error 'Attempted to load unimplemented asset.'
end
function Asset:unload()
error 'Attempted to unload unimplemented asset.'
end

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src/utils/asstmngr.lua Normal file
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@@ -0,0 +1,130 @@
------------------------------------------------------------------------------
-- Imports
------------------------------------------------------------------------------
local love = require 'love'
local make_class = require 'src.utils.classes'
local Drawable = require 'src.graphics.drawable'
local Sprite = require 'src.graphics.sprite'
local Font = require 'src.ui.font'
------------------------------------------------------------------------------
-- Class definitions
------------------------------------------------------------------------------
local AssetManager = make_class(Drawable)
local Asset = require 'src.utils.asset'
------------------------------------------------------------------------------
-- Helper functions
------------------------------------------------------------------------------
local function _load(manager, owner)
if manager.assets[owner] ~= nil then
for k, _ in pairs(manager.assets[owner]) do
if k.is_a ~= nil and k.is_a[Asset] then
k:load()
end
coroutine.yield(false)
end
end
return true
end
------------------------------------------------------------------------------
-- Class methods
------------------------------------------------------------------------------
function AssetManager:_init()
Drawable._init(self)
self.assets = {}
self.bckg = Sprite('imgs/floppy.png')
self.font = Font('fonts/Concrete.ttf', 40)
self.co = nil
self.bckg:load()
self.font:load()
end
function AssetManager:unload(owner)
-- If the owner is known...
if self.assets[owner] ~= nil then
-- Iterate over it's asset set and unload everything.
for k, _ in pairs(self.assets[owner]) do
if k.is_a ~= nil and k.is_a[Asset] then
k:unload()
end
end
end
end
function AssetManager:update(owner)
if self.assets[owner] ~= nil then
if self.co == nil then
self.co = coroutine.create(_load)
end
local errorfree, retval = coroutine.resume(self.co, self, owner)
if errorfree then
self.assets[owner].done = retval
else
error(retval)
end
end
end
function AssetManager:draw()
self.bckg:draw()
love.graphics.setColor(195, 147, 123)
self.font:set()
love.graphics.print('Loading...', 5, 150)
self.font:unset()
love.graphics.setColor()
end
function AssetManager:register(owner, asset)
-- If the owner is new, then create an asset set for it.
if self.assets[owner] == nil then
self.assets[owner] = {
done = false,
}
end
-- Store the asset in the set.
self.assets[owner][asset] = true
end
function AssetManager:remove(owner, asset)
-- If the owner is new, then create an asset set for it.
if self.assets[owner] ~= nil then
-- Unload the asset just in case.
if self.assets[owner][asset] ~= nil then
self.assets[owner][asset]:unload()
end
-- Then remove it from the set.
self.assets[owner][asset] = nil
end
end
function AssetManager:done(owner)
return self.assets[owner] ~= nil and self.assets[owner].done
end
------------------------------------------------------------------------------
-- Module return
------------------------------------------------------------------------------
return AssetManager()

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@@ -20,7 +20,9 @@ local function make_class(BaseClass)
cls.__index, cls.is_a = cls, {[cls] = true}
if BaseClass ~= nil then
cls.is_a[BaseClass] = true
for k, _ in pairs(BaseClass.is_a) do
cls.is_a[k] = true
end
end
-- the class's __call metamethod