IndigoGame

indigo.IndigoGame
trait IndigoGame[BootData, StartUpData, Model, ViewModel] extends GameLauncher[StartUpData, Model, ViewModel]

A trait representing a game with scene management baked in

Type parameters

BootData

The class type representing you a successful game boot up

Model

The class type representing your game's model

StartUpData

The class type representing your successful startup data

ViewModel

The class type representing your game's view model

Attributes

Example

object MyGame extends IndigoGame[BootData, StartUpData, Model, ViewModel]

Graph
Supertypes
trait GameLauncher[StartUpData, Model, ViewModel]
class Object
trait Matchable
class Any
Known subtypes

Members list

Value members

Abstract methods

def boot(flags: Map[String, String]): Outcome[BootResult[BootData]]

boot provides the initial boot up function for your game, accepting commandline-like arguments and allowing you to declare pre-requist assets assets and data that must be in place for your game to get going.

boot provides the initial boot up function for your game, accepting commandline-like arguments and allowing you to declare pre-requist assets assets and data that must be in place for your game to get going.

Value parameters

flags

A simply key-value object/map passed in during initial boot.

Attributes

Returns

Bootup data consisting of a custom data type, animations, subsytems, assets, fonts, and the game's config.

Event filters represent a mapping from events to possible events, and act like a firewall to prevent unnecessary event processing by the model or view model.

Event filters represent a mapping from events to possible events, and act like a firewall to prevent unnecessary event processing by the model or view model.

Attributes

def initialModel(startupData: StartUpData): Outcome[Model]

Set up of your initial model state

Set up of your initial model state

Value parameters

startupData

Access to Startup data in case you need it for the model

Attributes

Returns

An instance of your game model

def initialScene(bootData: BootData): Option[SceneName]

Optional name of the first scene. If None is provided then the first scene is the head of the scenes list.

Optional name of the first scene. If None is provided then the first scene is the head of the scenes list.

Value parameters

bootData

Data created during initial game boot.

Attributes

Returns

Optionally return the scene to start the game on, otherwise the first scene is used.

def initialViewModel(startupData: StartUpData, model: Model): Outcome[ViewModel]

Set up of your initial view model state

Set up of your initial view model state

Value parameters

startupData

Access to Startup data in case you need it for the view model

Attributes

Returns

An instance of your game's view model

def present(context: FrameContext[StartUpData], model: Model, viewModel: ViewModel): Outcome[SceneUpdateFragment]

A pure function for presenting your game. The result is a side effect free declaration of what you intend to be presented to the player next.

A pure function for presenting your game. The result is a side effect free declaration of what you intend to be presented to the player next.

Value parameters

context

The context the frame should be produced in, including the time, input state, a dice instance, the state of the inputs, and a read only reference to your start up data.

model

The latest version of the model to read from.

viewModel

The latest version of the view model to read from.

Attributes

Returns

A function that produces a description of what to present next, and encapsuates failures or resulting events within the Outcome wrapper.

def scenes(bootData: BootData): NonEmptyList[Scene[StartUpData, Model, ViewModel]]

A non-empty ordered list of scenes

A non-empty ordered list of scenes

Value parameters

bootData

Data created during initial game boot.

Attributes

Returns

A list of scenes that ensures at least one scene exists.

def setup(bootData: BootData, assetCollection: AssetCollection, dice: Dice): Outcome[Startup[StartUpData]]

The setup function is your only opportunity to do an initial work to set up your game. For example, perhaps one of your assets was a JSON description of a map or an animation sequence, you could process that now, which is why you have access to the AssetCollection object. setup is typically only called when new assets are loaded. In a simple game this may only be once, but if assets are dynamically loaded, set up will be called again.

The setup function is your only opportunity to do an initial work to set up your game. For example, perhaps one of your assets was a JSON description of a map or an animation sequence, you could process that now, which is why you have access to the AssetCollection object. setup is typically only called when new assets are loaded. In a simple game this may only be once, but if assets are dynamically loaded, set up will be called again.

Value parameters

assetCollection

Access to the Asset collection in order to, for example, parse text files.

bootData

Data created during initial game boot.

dice

Psuedorandom number generator

Attributes

Returns

Return start up data, which can include animations and fonts that could not be declared at boot time.

def updateModel(context: FrameContext[StartUpData], model: Model): GlobalEvent => Outcome[Model]

A pure function for updating your game's model in the context of the running frame and the events acting upon it.

A pure function for updating your game's model in the context of the running frame and the events acting upon it.

Value parameters

context

The context the frame should be produced in, including the time, input state, a dice instance, the state of the inputs, and a read only reference to your start up data.

model

The latest version of the model to read from.

Attributes

Returns

A function that maps GlobalEvent's to the next version of your model, and encapsuates failures or resulting events within the Outcome wrapper.

def updateViewModel(context: FrameContext[StartUpData], model: Model, viewModel: ViewModel): GlobalEvent => Outcome[ViewModel]

A pure function for updating your game's view model in the context of the running frame and the events acting upon it.

A pure function for updating your game's view model in the context of the running frame and the events acting upon it.

Value parameters

context

The context the frame should be produced in, including the time, input state, a dice instance, the state of the inputs, and a read only reference to your start up data.

model

The latest version of the model to read from.

viewModel

The latest version of the view model to read from.

Attributes

Returns

A function that maps GlobalEvent's to the next version of your view model, and encapsuates failures or resulting events within the Outcome wrapper.

Concrete methods

protected def ready(flags: Map[String, String]): Element => GameEngine[StartUpData, Model, ViewModel]

Inherited methods

def halt(): Unit

Attributes

Inherited from:
GameLauncher
def launch(element: Element, flags: (String, String)*): Unit

Attributes

Inherited from:
GameLauncher
def launch(containerId: String, flags: (String, String)*): Unit

Attributes

Inherited from:
GameLauncher
def launch(element: Element, flags: Map[String, String]): Unit

Attributes

Inherited from:
GameLauncher
def launch(containerId: String, flags: Map[String, String]): Unit

Attributes

Inherited from:
GameLauncher
def launch(element: Element, flags: Dictionary[String]): Unit

Attributes

Inherited from:
GameLauncher
def launch(containerId: String, flags: Dictionary[String]): Unit

Attributes

Inherited from:
GameLauncher
def launch(element: Element): Unit

Attributes

Inherited from:
GameLauncher
def launch(containerId: String): Unit

Attributes

Inherited from:
GameLauncher