Documentation ¶
Index ¶
- Constants
- func NewPlayerMoveSystem(player gohan.Entity, m *MovementSystem) *playerMoveSystem
- func NewProfileSystem(player gohan.Entity) *profileSystem
- func NewplayerFireSystem() *playerFireSystem
- type CameraSystem
- type CreepSystem
- type MovementSystem
- type RailSystem
- type RenderDebugTextSystem
- type RenderMessageSystem
- type RenderSystem
Constants ¶
View Source
const CameraMoveSpeed = 0.132
View Source
const (
TileWidth = 32
)
Variables ¶
This section is empty.
Functions ¶
func NewPlayerMoveSystem ¶
func NewPlayerMoveSystem(player gohan.Entity, m *MovementSystem) *playerMoveSystem
func NewProfileSystem ¶
func NewplayerFireSystem ¶
func NewplayerFireSystem() *playerFireSystem
Types ¶
type CameraSystem ¶
type CameraSystem struct { }
func NewCameraSystem ¶
func NewCameraSystem() *CameraSystem
func (*CameraSystem) Draw ¶
func (_ *CameraSystem) Draw(_ *gohan.Context, screen *ebiten.Image) error
func (*CameraSystem) Needs ¶
func (_ *CameraSystem) Needs() []gohan.ComponentID
func (*CameraSystem) Uses ¶
func (_ *CameraSystem) Uses() []gohan.ComponentID
type CreepSystem ¶
type CreepSystem struct { }
pause time, screen X, screen Y
func NewCreepSystem ¶
func NewCreepSystem() *CreepSystem
func (*CreepSystem) Needs ¶
func (_ *CreepSystem) Needs() []gohan.ComponentID
func (*CreepSystem) Uses ¶
func (_ *CreepSystem) Uses() []gohan.ComponentID
type MovementSystem ¶
type MovementSystem struct {
ScreenW, ScreenH float64
}
func NewMovementSystem ¶
func NewMovementSystem() *MovementSystem
func (*MovementSystem) Draw ¶
func (_ *MovementSystem) Draw(_ *gohan.Context, screen *ebiten.Image) error
func (*MovementSystem) Needs ¶
func (_ *MovementSystem) Needs() []gohan.ComponentID
func (*MovementSystem) Uses ¶
func (_ *MovementSystem) Uses() []gohan.ComponentID
type RailSystem ¶
type RailSystem struct { }
func NewRailSystem ¶
func NewRailSystem() *RailSystem
func (*RailSystem) Needs ¶
func (_ *RailSystem) Needs() []gohan.ComponentID
func (*RailSystem) Uses ¶
func (_ *RailSystem) Uses() []gohan.ComponentID
type RenderDebugTextSystem ¶
type RenderDebugTextSystem struct {
// contains filtered or unexported fields
}
func NewRenderDebugTextSystem ¶
func NewRenderDebugTextSystem(player gohan.Entity) *RenderDebugTextSystem
func (*RenderDebugTextSystem) Draw ¶
func (s *RenderDebugTextSystem) Draw(ctx *gohan.Context, screen *ebiten.Image) error
func (*RenderDebugTextSystem) Needs ¶
func (s *RenderDebugTextSystem) Needs() []gohan.ComponentID
func (*RenderDebugTextSystem) Update ¶
func (s *RenderDebugTextSystem) Update(_ *gohan.Context) error
func (*RenderDebugTextSystem) Uses ¶
func (s *RenderDebugTextSystem) Uses() []gohan.ComponentID
type RenderMessageSystem ¶
type RenderMessageSystem struct {
// contains filtered or unexported fields
}
func NewRenderMessageSystem ¶
func NewRenderMessageSystem() *RenderMessageSystem
func (*RenderMessageSystem) Draw ¶
func (s *RenderMessageSystem) Draw(_ *gohan.Context, screen *ebiten.Image) error
func (*RenderMessageSystem) Needs ¶
func (s *RenderMessageSystem) Needs() []gohan.ComponentID
func (*RenderMessageSystem) Uses ¶
func (s *RenderMessageSystem) Uses() []gohan.ComponentID
type RenderSystem ¶
func NewRenderSystem ¶
func NewRenderSystem() *RenderSystem
func (*RenderSystem) Draw ¶
func (s *RenderSystem) Draw(ctx *gohan.Context, screen *ebiten.Image) error
func (*RenderSystem) Needs ¶
func (s *RenderSystem) Needs() []gohan.ComponentID
func (*RenderSystem) Uses ¶
func (s *RenderSystem) Uses() []gohan.ComponentID
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