AMNatty/plutoengine

Implement the layer system

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  • [PlutoRuntime,PlutoCore] Initial implementation of the layer system (formerly known as "stage")
    • A "layer", in this context, is a set of assets bound together
      by programming logic.
      Layer switching and asset management are handled by the engine.
    • Layers can be stacked on top of each other and run sequentially
      from bottom to top
    • Upon layer switch
      1. Unload unused assets
      2. Load new assets
    • Provide multiple means of layer switching
      • Two modes with the initial release, asynchronous switching will come at a later date
        1. Instant switch
          • Assets will be loaded and unloaded synchronously
          • The layer switch will happen in one frame
        2. Deferred switch
          • The layer will continue running until all assets load
          • Assets will load synchronously, but at a slower pace
            to avoid frame stutter
    • Automated asset loading
      • All asset management will eventually be handled by PlutoCore
        • This includes audio clips, textures, sprites
      • Add a common interface for all assets
    • Let the stage system handle audio playback
    • This API should be as neutral as possible and avoid steering towards
      game-only use
    • The stage manager should be relatively low-overhead and allow multiple
      instances
    • Allow stages to be inherited from, creating a stack-like structure
  • [PlutoAudio] Integrate the Audio API with the Stage API