Documentation ¶
Index ¶
- Variables
- type AISystem
- type CameraSystem
- type CleanupSystem
- type CollisionDetection
- type CollisionResolution
- type Controller
- type DebugRenderer
- type LightingSystem
- type MotionControlSystem
- type MotionSystem
- type MovementSystemdeprecated
- type Particle
- type ParticleSystem
- type PerformanceMonitor
- type PositioningSystem
- type Shaker
- type ShootingSystem
- type SpriteAnimator
- type SpriteRenderer
- type TextRenderer
- type TriggerSystem
Constants ¶
This section is empty.
Variables ¶
View Source
var BoundingBoxColor = color.RGBA{200, 200, 100, 220}
View Source
var EmitterColor = color.RGBA{100, 200, 100, 220}
View Source
var LightColor = color.RGBA{100, 100, 200, 220}
View Source
var SpriteColor = color.RGBA{200, 100, 100, 220}
Functions ¶
This section is empty.
Types ¶
type AISystem ¶
type AISystem struct {
EntityManager *ecs.EntityManager
}
type CameraSystem ¶
type CameraSystem struct { EntityManager *ecs.EntityManager // contains filtered or unexported fields }
func NewCameraSystem ¶
func NewCameraSystem(em *ecs.EntityManager, cam *camera.Camera) *CameraSystem
func (*CameraSystem) Draw ¶
func (s *CameraSystem) Draw(screen *ebiten.Image)
func (*CameraSystem) Update ¶
func (s *CameraSystem) Update() error
type CleanupSystem ¶
type CleanupSystem struct {
EntityManager *ecs.EntityManager
}
func (*CleanupSystem) Draw ¶
func (s *CleanupSystem) Draw(screen *ebiten.Image)
func (*CleanupSystem) Update ¶
func (s *CleanupSystem) Update() error
type CollisionDetection ¶
type CollisionDetection struct {
EntityManager *ecs.EntityManager
}
func (*CollisionDetection) Draw ¶
func (s *CollisionDetection) Draw(screen *ebiten.Image)
func (*CollisionDetection) Update ¶
func (s *CollisionDetection) Update() error
type CollisionResolution ¶
type CollisionResolution struct {
EntityManager *ecs.EntityManager
}
func (*CollisionResolution) Draw ¶
func (s *CollisionResolution) Draw(screen *ebiten.Image)
func (*CollisionResolution) Update ¶
func (s *CollisionResolution) Update() error
type Controller ¶
type Controller struct {
EntityManager *ecs.EntityManager
}
func (*Controller) Draw ¶
func (s *Controller) Draw(screen *ebiten.Image)
func (*Controller) Update ¶
func (s *Controller) Update() error
type DebugRenderer ¶
type DebugRenderer struct { EntityManager *ecs.EntityManager // contains filtered or unexported fields }
DebugRenderer renders transparent overlays for debug purposes
func (*DebugRenderer) Draw ¶
func (s *DebugRenderer) Draw(screen *ebiten.Image)
func (*DebugRenderer) Update ¶
func (s *DebugRenderer) Update() error
type LightingSystem ¶
type LightingSystem struct {
// contains filtered or unexported fields
}
func NewLightingSystem ¶
func NewLightingSystem(entityManager *ecs.EntityManager) *LightingSystem
func (*LightingSystem) Draw ¶
func (s *LightingSystem) Draw(screen *ebiten.Image)
func (*LightingSystem) Update ¶
func (s *LightingSystem) Update() error
type MotionControlSystem ¶
type MotionControlSystem struct {
EntityManager *ecs.EntityManager
}
MotionControlSystem controls the motion of the main player.
func (*MotionControlSystem) Draw ¶
func (s *MotionControlSystem) Draw(screen *ebiten.Image)
func (*MotionControlSystem) Update ¶
func (s *MotionControlSystem) Update() error
type MotionSystem ¶
type MotionSystem struct {
EntityManager *ecs.EntityManager
}
func (*MotionSystem) Draw ¶
func (s *MotionSystem) Draw(screen *ebiten.Image)
func (*MotionSystem) Update ¶
func (s *MotionSystem) Update() error
type MovementSystem
deprecated
type MovementSystem struct {
EntityManager *ecs.EntityManager
}
Deprecated: Please use the MotionSystem instead
func (*MovementSystem) Draw ¶
func (s *MovementSystem) Draw(screen *ebiten.Image)
func (*MovementSystem) Update ¶
func (s *MovementSystem) Update() error
type ParticleSystem ¶
type ParticleSystem struct { MaxParticles int EntityManager *ecs.EntityManager // contains filtered or unexported fields }
func (*ParticleSystem) Draw ¶
func (s *ParticleSystem) Draw(screen *ebiten.Image)
Draw draws all particles
func (*ParticleSystem) Update ¶
func (s *ParticleSystem) Update() error
type PerformanceMonitor ¶
type PerformanceMonitor struct {
EntityManager *ecs.EntityManager
}
func (*PerformanceMonitor) Draw ¶
func (s *PerformanceMonitor) Draw(screen *ebiten.Image)
func (*PerformanceMonitor) Update ¶
func (s *PerformanceMonitor) Update() error
type PositioningSystem ¶
type PositioningSystem struct {
EntityManager *ecs.EntityManager
}
func (*PositioningSystem) Draw ¶
func (s *PositioningSystem) Draw(screen *ebiten.Image)
func (*PositioningSystem) Update ¶
func (s *PositioningSystem) Update() error
type Shaker ¶
type Shaker struct {
EntityManager *ecs.EntityManager
}
type ShootingSystem ¶
type ShootingSystem struct {
EntityManager *ecs.EntityManager
}
func (*ShootingSystem) Draw ¶
func (s *ShootingSystem) Draw(screen *ebiten.Image)
func (*ShootingSystem) Update ¶
func (s *ShootingSystem) Update() error
type SpriteAnimator ¶
type SpriteAnimator struct {
EntityManager *ecs.EntityManager
}
func (*SpriteAnimator) Draw ¶
func (s *SpriteAnimator) Draw(screen *ebiten.Image)
func (*SpriteAnimator) Update ¶
func (s *SpriteAnimator) Update() error
type SpriteRenderer ¶
type SpriteRenderer struct {
EntityManager *ecs.EntityManager
}
func (*SpriteRenderer) Draw ¶
func (s *SpriteRenderer) Draw(screen *ebiten.Image)
func (*SpriteRenderer) Update ¶
func (s *SpriteRenderer) Update() error
type TextRenderer ¶
type TextRenderer struct {
EntityManager *ecs.EntityManager
}
func (*TextRenderer) Draw ¶
func (s *TextRenderer) Draw(screen *ebiten.Image)
func (*TextRenderer) Update ¶
func (s *TextRenderer) Update() error
type TriggerSystem ¶
type TriggerSystem struct {
EntityManager *ecs.EntityManager
}
func (*TriggerSystem) Draw ¶
func (s *TriggerSystem) Draw(screen *ebiten.Image)
func (*TriggerSystem) Update ¶
func (s *TriggerSystem) Update() error
Source Files ¶
- aiSystem.go
- cameraSystem.go
- cleanupSystem.go
- collisionDetection.go
- collisionResolution.go
- controller.go
- debugRenderer.go
- lightingSystem.go
- motionControlSystem.go
- motionSystem.go
- movementSystem.go
- particleSystem.go
- performanceMonitor.go
- positioningSystem.go
- shaker.go
- shootingSystem.go
- spriteAnimator.go
- spriteRenderer.go
- textRenderer.go
- triggerSystem.go
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