This post could also be called:One step forward, two steps backwards.
I thought I should rewind a little bit, and have an overview of the game before we continue.
The C# version of the game has 9 files and each, each has a class where (generally a component is defined), I decided to change this for the F# version of the game, tho I am not sure type per file is an idiom of F# or not. (Comments on this, really welcome)
The idea of doing this port is to show the progression of the code from C# to F# to (hopefully) better F# so if you have some comments on how to improve, they are super welcome, particularly commenting with code samples (or PRs). The whole game (in C# and F# and the editor ) is all available from this github repo.
The engine, Duality, is a C# engine that follows some of the C# idioms. It is not in our inmediate plans to make a wrapper to make the engine more f# friendly, I find don’t find it too hard to work with the two languages, however it might be because I am familiar with it enough to not feel much of the pain.
These are bits of code we will se over and over
Is it a bit humid here?
Declaring a component. Needs to be serializable, and inherit from component
Most of these components will need to implement
Some components need to be able to detect collisions, on those situations you need to implement
I don’t think I mind the interface implementations.
Then there is the find the (not null) component. In the example below we are looking for a
TextRenderer within the object. In the None matching, it is more likely you want to log and editor warning, rather than do nothing
What does all of this mean? well I though it might be useful to sunmarize what I have seen so far. I’ll update this post with more if I think of any other repeating pattern.
Untill the next time :D