// parseJSONPos // loadJSONRecursive runs down the hierarchy in the JSON file func loadJSONRecursive(am *assetmanager.AssetManager, node map[string]interface{}, filename string, entityByID map[string]*Entity) *Entity { var id string var idOK, ok bool var childEntity *Entity entity := NewEntity(nil) // Do this first to help with error messaging id, idOK = node["Id"].(string) if idOK { entity.ID = id if entityByID != nil { entityByID[id] = entity } } else { id = "[No ID]" } // Do these first since X and Y might depend on them: _, ok = node["W"].(string) if ok { entity.W = am.ParseDimension(filename, id, "W", node) } _, ok = node["H"].(string) if ok { entity.H = am.ParseDimension(filename, id, "H", node) } assetName, ok := node["Asset"].(string) if ok { entity.Surface = am.Surfaces[assetName] entity.W = entity.Surface.W entity.H = entity.Surface.H } // Now do the rest of the properties for k, v := range node { switch k { case "Id", "W", "H", "Asset": // do nothing; handled above case "X": entity.X = am.ParsePosition(filename, id, entity.W, "X", node) case "Y": entity.Y = am.ParsePosition(filename, id, entity.H, "Y", node) case "Visible": entity.Visible = v.(bool) case "Children": for _, child := range v.([]interface{}) { childEntity = loadJSONRecursive(am, child.(map[string]interface{}), filename, entityByID) entity.AddChild(childEntity) } default: panic(fmt.Sprintf("scenegraph.LoadJSON: unrecognized key: %s", k)) } } return entity }