Documentation ¶
Index ¶
Constants ¶
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const ( TopLeft = "TopLeft" TopMiddle = "TopMiddle" TopRight = "TopRight" MiddleLeft = "MiddleLeft" Middle = "Middle" MiddleRight = "MiddleRight" BottomLeft = "BottomLeft" BottomMiddle = "BottomMiddle" BottomRight = "BottomRight" )
Pivot variants
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Components ¶
type Components struct { Engine *EngineComponents Game interface{} }
Components contains engine and game components
func InitComponents ¶
func InitComponents(manager *ecs.Manager, gameComponents interface{}) *Components
InitComponents initializes components
type EngineComponents ¶
type EngineComponents struct { SpriteRender *ecs.Component Transform *ecs.Component Text *ecs.Component UITransform *ecs.Component MouseReactive *ecs.Component }
EngineComponents contains references to all engine components
type MouseReactive ¶
MouseReactive component
type Sprite ¶
type Sprite struct { // Horizontal position of the sprite in the sprite sheet X int // Vertical position of the sprite in the sprite sheet Y int // Width of the sprite Width int // Height of the sprite Height int }
Sprite structure
type SpriteRender ¶
type SpriteRender struct { // Reference sprite sheet SpriteSheet *SpriteSheet // Index of the sprite on the sprite sheet SpriteNumber int `toml:"sprite_number"` // Draw options Options ebiten.DrawImageOptions }
SpriteRender component
type SpriteSheet ¶
type SpriteSheet struct { // Texture image Texture Texture `toml:"texture_image"` // List of sprites Sprites []Sprite }
SpriteSheet structure
type Texture ¶
Texture structure
func (*Texture) UnmarshalText ¶
UnmarshalText fills structure fields from text data
type Transform ¶
type Transform struct { // Scale1 vector defines image scaling. Contains scale value minus 1 so that zero value is identity. Scale1 math.Vector2 `toml:"scale_minus_1"` // Rotation angle is measured counterclockwise. Rotation float64 // Translation defines the position of the image center relative to the origin. Translation math.Vector2 // Depth determines the drawing order on the screen. Images with higher depth are drawn above others. Depth float64 }
Transform component. The origin (0, 0) is the lower left part of screen. Image is first rotated, then scaled, and finally translated.
func NewTransform ¶
func NewTransform() *Transform
NewTransform creates a new default transform, corresponding to identity.
func (*Transform) SetRotation ¶
SetRotation sets transform rotation.
func (*Transform) SetTranslation ¶
SetTranslation sets transform translation.
type UITransform ¶
type UITransform struct { // Translation defines the position of the pivot relative to the origin. Translation math.VectorInt2 // Pivot defines the position of the element relative to its translation (default is Middle). Pivot string }
UITransform component
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