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Constants ¶
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Variables ¶
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var LuaLibSTD string
Functions ¶
This section is empty.
Types ¶
type EntityManager ¶
type EntityManager struct { EntitiesMutex sync.Mutex Entities entityMap // contains filtered or unexported fields }
func (*EntityManager) AddEntity ¶
func (em *EntityManager) AddEntity(e akara.EID)
func (*EntityManager) Init ¶
func (em *EntityManager) Init()
func (*EntityManager) IsInit ¶
func (em *EntityManager) IsInit() bool
func (*EntityManager) ProcessRemovalQueue ¶
func (em *EntityManager) ProcessRemovalQueue()
func (*EntityManager) RemoveEntity ¶
func (em *EntityManager) RemoveEntity(e akara.EID)
type SceneComponents ¶
type SceneComponents struct { Animation animation.ComponentFactory Camera camera.ComponentFactory Color color.ComponentFactory Debug debugging.ComponentFactory FileLoadRequest fileLoadRequest.ComponentFactory FileLoadResponse fileLoadResponse.ComponentFactory FileType fileType.ComponentFactory Fill fill.ComponentFactory Font fontFace.ComponentFactory HasChildren hasChildren.ComponentFactory Opacity opacity.ComponentFactory Stroke stroke.ComponentFactory Origin origin.ComponentFactory RenderTexture2D renderTexture.ComponentFactory RenderOrder renderOrder.ComponentFactory Size size.ComponentFactory SceneGraphNode sceneGraphNode.ComponentFactory Text text.ComponentFactory Texture2D texture2D.ComponentFactory Transform transform.ComponentFactory UUID UUID.ComponentFactory Viewport viewport.ComponentFactory Audible audio.ComponentFactory Interactive interactive.ComponentFactory }
SceneComponents represents components that every scene has available
func (*SceneComponents) Init ¶
func (bc *SceneComponents) Init(w *akara.World)
Init initializes each component factory for the given world, putting the generic component factory inside of the concrete component factory
func (*SceneComponents) IsInit ¶
func (bc *SceneComponents) IsInit() bool
IsInit returns whether or not all of the basic component factories have been initialized
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