Documentation
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Index ¶
- type Rendering
- type Scripting
- type System
- type SystemAccess
- func (system *SystemAccess) Component(entity entity.Entity, name string) component.Component
- func (system *SystemAccess) Entities() []entity.Entity
- func (system *SystemAccess) Subscribe(entity entity.Entity)
- func (system *SystemAccess) Subscribed(entity entity.Entity) bool
- func (system *SystemAccess) Unsubscribe(entity entity.Entity)
- func (system *SystemAccess) Updates(world World)
- func (system *SystemAccess) World() World
- type SystemManager
- type World
Constants ¶
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Variables ¶
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Functions ¶
This section is empty.
Types ¶
type Rendering ¶
type Rendering struct { SystemAccess Camera *ray.Camera3D }
type Scripting ¶
type Scripting struct { SystemAccess Global *lua.LState }
type System ¶
type System interface { Update(dt float32) Updates(world World) Unsubscribe(entity entity.Entity) Subscribe(entity entity.Entity) Subscribed(entity entity.Entity) bool Name() string }
System describes the required functions to be implemented by a system.
type SystemAccess ¶
type SystemAccess struct {
// contains filtered or unexported fields
}
func (*SystemAccess) Entities ¶
func (system *SystemAccess) Entities() []entity.Entity
func (*SystemAccess) Subscribe ¶
func (system *SystemAccess) Subscribe(entity entity.Entity)
func (*SystemAccess) Subscribed ¶
func (system *SystemAccess) Subscribed(entity entity.Entity) bool
func (*SystemAccess) Unsubscribe ¶
func (system *SystemAccess) Unsubscribe(entity entity.Entity)
func (*SystemAccess) Updates ¶
func (system *SystemAccess) Updates(world World)
func (*SystemAccess) World ¶
func (system *SystemAccess) World() World
type SystemManager ¶
type SystemManager interface { Register(name string, system System) Read(name string) System Destroy(entity entity.Entity) Change(entity entity.Entity, signature *bitset.BitSet) Use(name string, signature *bitset.BitSet) }
func CreateSystemManager ¶
func CreateSystemManager() SystemManager
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