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 RenderCursorSystem
- type RenderDebugTextSystem
- type RenderHUDSystem
- type RenderMessageSystem
- type RenderSystem
Constants ¶
View Source
const TileWidth = 16
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 ¶
func NewCameraSystem ¶
func NewCameraSystem() *CameraSystem
type CreepSystem ¶
type CreepSystem struct { Creep *component.Creep Position *component.Position Sprite *component.Sprite `gohan:"?"` Weapon *component.Weapon `gohan:"?"` }
func NewCreepSystem ¶
func NewCreepSystem() *CreepSystem
type MovementSystem ¶
type MovementSystem struct { Position *component.Position Velocity *component.Velocity Creep *component.Creep `gohan:"?"` CreepBullet *component.CreepBullet `gohan:"?"` PlayerBullet *component.PlayerBullet `gohan:"?"` Sprite *component.Sprite `gohan:"?"` }
func NewMovementSystem ¶
func NewMovementSystem() *MovementSystem
type RailSystem ¶
func NewRailSystem ¶
func NewRailSystem() *RailSystem
type RenderCursorSystem ¶
type RenderCursorSystem struct { Position *component.Position Velocity *component.Velocity Weapon *component.Weapon // contains filtered or unexported fields }
func NewRenderCursorSystem ¶
func NewRenderCursorSystem() *RenderCursorSystem
type RenderDebugTextSystem ¶
type RenderDebugTextSystem struct { Position *component.Position Velocity *component.Velocity Weapon *component.Weapon // contains filtered or unexported fields }
func NewRenderDebugTextSystem ¶
func NewRenderDebugTextSystem(player gohan.Entity) *RenderDebugTextSystem
type RenderHUDSystem ¶
type RenderHUDSystem struct { Position *component.Position Velocity *component.Velocity Weapon *component.Weapon // contains filtered or unexported fields }
func NewRenderHUDSystem ¶
func NewRenderHUDSystem() *RenderHUDSystem
type RenderMessageSystem ¶
type RenderMessageSystem struct { Position *component.Position Velocity *component.Velocity Weapon *component.Weapon // contains filtered or unexported fields }
func NewRenderMessageSystem ¶
func NewRenderMessageSystem() *RenderMessageSystem
type RenderSystem ¶
type RenderSystem struct { Position *component.Position Sprite *component.Sprite // contains filtered or unexported fields }
func NewRenderSystem ¶
func NewRenderSystem(z int) *RenderSystem
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