StrawberryBF/src/Core/Scene.bf

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Brainfuck
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using System.Collections;
using System;
namespace Strawberry
{
public class Scene
{
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public float TimeStarted { get; private set; }
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public Grid SolidGrid;
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private List<Entity> entities;
private HashSet<Entity> toRemove;
private HashSet<Entity> toAdd;
public this()
{
entities = new List<Entity>();
toAdd = new HashSet<Entity>();
toRemove = new HashSet<Entity>();
}
public ~this()
{
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if (SolidGrid != null)
delete SolidGrid;
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for (var e in entities)
if (e.DeleteOnRemove)
delete e;
delete entities;
for (var e in toAdd)
if (e.DeleteOnRemove)
delete e;
delete toAdd;
delete toRemove;
}
public virtual void Started()
{
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TimeStarted = Time.Elapsed;
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}
public virtual void Update()
{
UpdateLists();
for (var e in entities)
if (e.Active)
e.Update();
}
public virtual void Draw()
{
for (var e in entities)
if (e.Visible)
e.Draw();
}
public T Add<T>(T e) where T : Entity
{
if (e.Scene == null)
toAdd.Add(e);
return e;
}
public T Remove<T>(T e) where T : Entity
{
if (e.Scene == this)
toRemove.Add(e);
return e;
}
private void UpdateLists()
{
if (toRemove.Count > 0)
{
for (var e in toRemove)
{
entities.Remove(e);
e.Removed();
if (e.DeleteOnRemove)
delete e;
}
toRemove.Clear();
}
if (toAdd.Count > 0)
{
for (var e in toAdd)
{
entities.Add(e);
e.Added(this);
}
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}
for (var e in entities)
e.UpdateLists();
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if (toAdd.Count > 0)
{
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for (var e in toAdd)
e.Started();
toAdd.Clear();
}
}
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// Time
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public float TimeElapsed => Time.Elapsed - TimeStarted;
public float PreviousTimeElapsed => Time.PreviousElapsed - TimeStarted;
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public bool TimeOnInterval(float interval, float offset = 0)
{
return (int)((TimeElapsed - offset) / interval) != (int)((PreviousTimeElapsed - offset) / interval);
}
public bool TimeBetweenInterval(float interval, float offset = 0)
{
return (TimeElapsed - offset) % (interval * 2) >= interval;
}
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// Finding Entities
public T First<T>() where T : Entity
{
for (var e in entities)
if (e is T)
return e as T;
return null;
}
public T First<T>(Point point) where T : Entity
{
for (var e in entities)
if (e is T && e.Check(point))
return e as T;
return null;
}
public T First<T>(Rect rect) where T : Entity
{
for (var e in entities)
if (e is T && e.Check(rect))
return e as T;
return null;
}
public List<T> All<T>(List<T> into) where T : Entity
{
for (var e in entities)
if (e is T)
into.Add(e as T);
return into;
}
public List<T> All<T>(Point point, List<T> into) where T : Entity
{
for (var e in entities)
if (e is T && e.Check(point))
into.Add(e as T);
return into;
}
public List<T> All<T>(Rect rect, List<T> into) where T : Entity
{
for (var e in entities)
if (e is T && e.Check(rect))
into.Add(e as T);
return into;
}
}
}