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 PopulateSystem
- type PowerScanSystem
- type RenderDebugTextSystem
- type RenderHudSystem
- type RenderSystem
- type TaxSystem
- type TickSystem
Constants ¶
View Source
const CameraMoveSpeed = 0.132
View Source
const (
TileWidth = 64
)
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 PopulateSystem ¶
type PopulateSystem struct { }
func NewPopulateSystem ¶
func NewPopulateSystem() *PopulateSystem
func (*PopulateSystem) Draw ¶
func (s *PopulateSystem) Draw(ctx *gohan.Context, screen *ebiten.Image) error
func (*PopulateSystem) Needs ¶
func (s *PopulateSystem) Needs() []gohan.ComponentID
func (*PopulateSystem) Uses ¶
func (s *PopulateSystem) Uses() []gohan.ComponentID
type PowerScanSystem ¶
type PowerScanSystem struct { }
func NewPowerScanSystem ¶
func NewPowerScanSystem() *PowerScanSystem
func (*PowerScanSystem) Draw ¶
func (s *PowerScanSystem) Draw(ctx *gohan.Context, screen *ebiten.Image) error
func (*PowerScanSystem) Needs ¶
func (s *PowerScanSystem) Needs() []gohan.ComponentID
func (*PowerScanSystem) Uses ¶
func (s *PowerScanSystem) 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 RenderHudSystem ¶
type RenderHudSystem struct {
// contains filtered or unexported fields
}
func NewRenderHudSystem ¶
func NewRenderHudSystem() *RenderHudSystem
func (*RenderHudSystem) Draw ¶
func (s *RenderHudSystem) Draw(_ *gohan.Context, screen *ebiten.Image) error
func (*RenderHudSystem) Needs ¶
func (s *RenderHudSystem) Needs() []gohan.ComponentID
func (*RenderHudSystem) Uses ¶
func (s *RenderHudSystem) 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
type TaxSystem ¶
type TaxSystem struct { }
func NewTaxSystem ¶
func NewTaxSystem() *TaxSystem
func (*TaxSystem) Needs ¶
func (s *TaxSystem) Needs() []gohan.ComponentID
func (*TaxSystem) Uses ¶
func (s *TaxSystem) Uses() []gohan.ComponentID
type TickSystem ¶
type TickSystem struct { }
func NewTickSystem ¶
func NewTickSystem() *TickSystem
func (*TickSystem) Needs ¶
func (s *TickSystem) Needs() []gohan.ComponentID
func (*TickSystem) Uses ¶
func (s *TickSystem) Uses() []gohan.ComponentID
Click to show internal directories.
Click to hide internal directories.