Documentation ¶
Index ¶
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
Types ¶
type Controller ¶
type Controller struct {
// contains filtered or unexported fields
}
func (*Controller) Add ¶
func (c *Controller) Add(basicEntity *ecs.BasicEntity, controllerComponent *components.Controller)
func (*Controller) New ¶
func (c *Controller) New(w *ecs.World)
func (*Controller) Remove ¶
func (c *Controller) Remove(basicEntity ecs.BasicEntity)
func (*Controller) Update ¶
func (c *Controller) Update(dt float32)
type Gun ¶
type Gun struct {
// contains filtered or unexported fields
}
func (*Gun) Add ¶
func (c *Gun) Add(basicEntity *ecs.BasicEntity, gunComponent *components.Gun)
func (*Gun) Remove ¶
func (c *Gun) Remove(basicEntity ecs.BasicEntity)
type Information ¶
type Information struct { Font *common.Font // Font used to display the FPS to the screen, defaults to gomonobold Robot *robot.Robot Connection *connection.Connection // contains filtered or unexported fields }
Information is a system that displays battery percentage.
func (*Information) Add ¶
func (*Information) Add()
Add doesn't do anything since New creates the only entity used
func (*Information) DisplayString ¶
func (f *Information) DisplayString() string
DisplayString returns the display string in the format Battery: 60%
func (*Information) New ¶
func (f *Information) New(w *ecs.World)
New is called when FPSSystem is added to the world
func (*Information) Remove ¶
func (*Information) Remove(b ecs.BasicEntity)
Remove doesn't do anything since New creates the only entity used
func (*Information) Update ¶
func (f *Information) Update(dt float32)
Update changes the dipslayed text and prints to the terminal every second to report the FPS
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