system

package
v1.1.1 Latest Latest
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Published: Jul 19, 2022 License: GPL-3.0 Imports: 24 Imported by: 0

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Index

Constants

View Source
const CameraMoveSpeed = 0.132
View Source
const (
	TileWidth = 64
)

Variables

This section is empty.

Functions

func NewPlayerMoveSystem

func NewPlayerMoveSystem(player gohan.Entity, m *MovementSystem) *playerMoveSystem

func NewProfileSystem

func NewProfileSystem(player gohan.Entity) *profileSystem

Types

type CameraSystem

type CameraSystem struct {
	Position *component.Position
	Weapon   *component.Weapon
}

func NewCameraSystem

func NewCameraSystem() *CameraSystem

func (*CameraSystem) Draw

func (_ *CameraSystem) Draw(_ gohan.Entity, screen *ebiten.Image) error

func (*CameraSystem) Update

func (s *CameraSystem) Update(e gohan.Entity) error

type MovementSystem

type MovementSystem struct {
	Position *component.Position
	Velocity *component.Velocity
	Weapon   *component.Velocity `gohan:"?"`
}

func NewMovementSystem

func NewMovementSystem() *MovementSystem

func (*MovementSystem) Draw

func (_ *MovementSystem) Draw(_ gohan.Entity, screen *ebiten.Image) error

func (*MovementSystem) Update

func (s *MovementSystem) Update(e gohan.Entity) error

type PopulateSystem

type PopulateSystem struct {
	Position *component.Position
	Velocity *component.Velocity
	Weapon   *component.Weapon
}

func NewPopulateSystem

func NewPopulateSystem() *PopulateSystem

func (*PopulateSystem) Draw

func (s *PopulateSystem) Draw(_ gohan.Entity, screen *ebiten.Image) error

func (*PopulateSystem) Update

func (s *PopulateSystem) Update(_ gohan.Entity) error

type PowerScanSystem

type PowerScanSystem struct {
	Position *component.Position
	Velocity *component.Velocity
	Weapon   *component.Weapon
}

func NewPowerScanSystem

func NewPowerScanSystem() *PowerScanSystem

func (*PowerScanSystem) Draw

func (s *PowerScanSystem) Draw(e gohan.Entity, screen *ebiten.Image) error

func (*PowerScanSystem) Update

func (s *PowerScanSystem) Update(_ gohan.Entity) error

type RenderDebugTextSystem

type RenderDebugTextSystem struct {
	Position *component.Position
	Velocity *component.Velocity
	Weapon   *component.Weapon
	// contains filtered or unexported fields
}

func NewRenderDebugTextSystem

func NewRenderDebugTextSystem(player gohan.Entity) *RenderDebugTextSystem

func (*RenderDebugTextSystem) Draw

func (s *RenderDebugTextSystem) Draw(e gohan.Entity, screen *ebiten.Image) error

func (*RenderDebugTextSystem) Update

func (s *RenderDebugTextSystem) Update(_ gohan.Entity) error

type RenderHudSystem

type RenderHudSystem struct {
	Position *component.Position
	Velocity *component.Velocity
	Weapon   *component.Weapon
	// contains filtered or unexported fields
}

func NewRenderHudSystem

func NewRenderHudSystem() *RenderHudSystem

func (*RenderHudSystem) Draw

func (s *RenderHudSystem) Draw(_ gohan.Entity, screen *ebiten.Image) error

func (*RenderHudSystem) Update

func (s *RenderHudSystem) Update(_ gohan.Entity) error

type RenderSystem

type RenderSystem struct {
	Position *component.Position
	Sprite   *component.Sprite
	// contains filtered or unexported fields
}

func NewRenderSystem

func NewRenderSystem() *RenderSystem

func (*RenderSystem) Draw

func (s *RenderSystem) Draw(e gohan.Entity, screen *ebiten.Image) error

func (*RenderSystem) Update

func (s *RenderSystem) Update(_ gohan.Entity) error

type TaxSystem

type TaxSystem struct {
	Position *component.Position
	Velocity *component.Velocity
	Weapon   *component.Weapon
}

func NewTaxSystem

func NewTaxSystem() *TaxSystem

func (*TaxSystem) Draw

func (s *TaxSystem) Draw(_ gohan.Entity, _ *ebiten.Image) error

func (*TaxSystem) Update

func (s *TaxSystem) Update(_ gohan.Entity) error

type TickSystem

type TickSystem struct {
	Position *component.Position
	Velocity *component.Velocity
	Weapon   *component.Weapon
}

func NewTickSystem

func NewTickSystem() *TickSystem

func (*TickSystem) Draw

func (s *TickSystem) Draw(e gohan.Entity, screen *ebiten.Image) error

func (*TickSystem) Update

func (s *TickSystem) Update(_ gohan.Entity) error

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