system

package
v1.0.2 Latest Latest
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Published: Jul 19, 2022 License: AGPL-3.0 Imports: 21 Imported by: 0

Documentation

Index

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 NewProfileSystem(player gohan.Entity) *profileSystem

func NewplayerFireSystem

func NewplayerFireSystem() *playerFireSystem

Types

type CameraSystem

type CameraSystem struct {
	Weapon   *component.Weapon
	Position *component.Position
}

func NewCameraSystem

func NewCameraSystem() *CameraSystem

func (*CameraSystem) Draw

func (_ *CameraSystem) Draw(_ gohan.Entity, _ *ebiten.Image) error

func (*CameraSystem) Update

func (s *CameraSystem) Update(e gohan.Entity) error

type CreepSystem

type CreepSystem struct {
	Creep    *component.Creep
	Position *component.Position

	Sprite *component.Sprite `gohan:"?"`
	Weapon *component.Weapon `gohan:"?"`
}

func NewCreepSystem

func NewCreepSystem() *CreepSystem

func (*CreepSystem) Draw

func (_ *CreepSystem) Draw(_ gohan.Entity, _ *ebiten.Image) error

func (*CreepSystem) Update

func (s *CreepSystem) Update(e gohan.Entity) error

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

func (*MovementSystem) Draw

func (_ *MovementSystem) Draw(_ gohan.Entity, _ *ebiten.Image) error

func (*MovementSystem) Update

func (s *MovementSystem) Update(e gohan.Entity) error

type RailSystem

type RailSystem struct {
	Rail     *component.Rail
	Position *component.Position
}

func NewRailSystem

func NewRailSystem() *RailSystem

func (*RailSystem) Draw

func (_ *RailSystem) Draw(_ gohan.Entity, _ *ebiten.Image) error

func (*RailSystem) Update

func (s *RailSystem) Update(e gohan.Entity) error

type RenderCursorSystem

type RenderCursorSystem struct {
	Position *component.Position
	Velocity *component.Velocity
	Weapon   *component.Weapon
	// contains filtered or unexported fields
}

func NewRenderCursorSystem

func NewRenderCursorSystem() *RenderCursorSystem

func (*RenderCursorSystem) Draw

func (s *RenderCursorSystem) Draw(_ gohan.Entity, screen *ebiten.Image) error

func (*RenderCursorSystem) Update

func (s *RenderCursorSystem) Update(_ gohan.Entity) error

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

func (*RenderDebugTextSystem) Draw

func (s *RenderDebugTextSystem) Draw(e gohan.Entity, screen *ebiten.Image) error

func (*RenderDebugTextSystem) Update

func (s *RenderDebugTextSystem) Update(_ gohan.Entity) error

type RenderHUDSystem

type RenderHUDSystem struct {
	Position *component.Position
	Velocity *component.Velocity
	Weapon   *component.Weapon
	// contains filtered or unexported fields
}

func NewRenderHUDSystem

func NewRenderHUDSystem() *RenderHUDSystem

func (*RenderHUDSystem) Draw

func (s *RenderHUDSystem) Draw(_ gohan.Entity, screen *ebiten.Image) error

func (*RenderHUDSystem) Update

func (s *RenderHUDSystem) Update(_ gohan.Entity) error

type RenderMessageSystem

type RenderMessageSystem struct {
	Position *component.Position
	Velocity *component.Velocity
	Weapon   *component.Weapon
	// contains filtered or unexported fields
}

func NewRenderMessageSystem

func NewRenderMessageSystem() *RenderMessageSystem

func (*RenderMessageSystem) Draw

func (s *RenderMessageSystem) Draw(_ gohan.Entity, screen *ebiten.Image) error

func (*RenderMessageSystem) Update

func (s *RenderMessageSystem) Update(_ gohan.Entity) error

type RenderSystem

type RenderSystem struct {
	Position *component.Position
	Sprite   *component.Sprite
	// contains filtered or unexported fields
}

func NewRenderSystem

func NewRenderSystem(z int) *RenderSystem

func (*RenderSystem) Draw

func (s *RenderSystem) Draw(e gohan.Entity, screen *ebiten.Image) error

func (*RenderSystem) Update

func (s *RenderSystem) Update(_ gohan.Entity) error

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