Documentation ¶
Index ¶
- Constants
- Variables
- func NewFireWeaponSystem(player gohan.Entity) *fireWeaponSystem
- func NewPlayerMoveSystem(player gohan.Entity, m *MovementSystem) *playerMoveSystem
- func NewProfileSystem(player gohan.Entity) *profileSystem
- type MovementSystem
- func (_ *MovementSystem) Draw(_ *gohan.Context, screen *ebiten.Image) error
- func (_ *MovementSystem) Needs() []gohan.ComponentID
- func (s *MovementSystem) RecordPosition(position *component.PositionComponent)
- func (s *MovementSystem) RemoveLastPosition()
- func (s *MovementSystem) Update(ctx *gohan.Context) error
- func (s *MovementSystem) UpdateDebugCollisionRects()
- func (_ *MovementSystem) Uses() []gohan.ComponentID
- type RenderBackgroundSystem
- type RenderDebugTextSystem
- type RenderMessageSystem
- func (s *RenderMessageSystem) Draw(ctx *gohan.Context, screen *ebiten.Image) error
- func (s *RenderMessageSystem) Needs() []gohan.ComponentID
- func (s *RenderMessageSystem) SizeUpdated()
- func (s *RenderMessageSystem) Update(_ *gohan.Context) error
- func (s *RenderMessageSystem) Uses() []gohan.ComponentID
- type RenderSystem
Constants ¶
View Source
const (
TileWidth = 16
)
Variables ¶
View Source
var CamX, CamY float64
Functions ¶
func NewFireWeaponSystem ¶
func NewPlayerMoveSystem ¶
func NewPlayerMoveSystem(player gohan.Entity, m *MovementSystem) *playerMoveSystem
func NewProfileSystem ¶
Types ¶
type MovementSystem ¶
type MovementSystem struct {
ScreenW, ScreenH float64
OnGround int
OnLadder int
Jumping bool
LastJump time.Time
Dashing bool
LastDash time.Time
// contains filtered or unexported fields
}
func NewMovementSystem ¶
func NewMovementSystem() *MovementSystem
func (*MovementSystem) Draw ¶
func (_ *MovementSystem) Draw(_ *gohan.Context, screen *ebiten.Image) error
func (*MovementSystem) Needs ¶
func (_ *MovementSystem) Needs() []gohan.ComponentID
func (*MovementSystem) RecordPosition ¶
func (s *MovementSystem) RecordPosition(position *component.PositionComponent)
func (*MovementSystem) RemoveLastPosition ¶
func (s *MovementSystem) RemoveLastPosition()
func (*MovementSystem) UpdateDebugCollisionRects ¶
func (s *MovementSystem) UpdateDebugCollisionRects()
func (*MovementSystem) Uses ¶
func (_ *MovementSystem) Uses() []gohan.ComponentID
type RenderBackgroundSystem ¶
type RenderBackgroundSystem struct {
// contains filtered or unexported fields
}
func NewRenderBackgroundSystem ¶
func NewRenderBackgroundSystem() *RenderBackgroundSystem
func (*RenderBackgroundSystem) Draw ¶
func (s *RenderBackgroundSystem) Draw(ctx *gohan.Context, screen *ebiten.Image) error
func (*RenderBackgroundSystem) Needs ¶
func (s *RenderBackgroundSystem) Needs() []gohan.ComponentID
func (*RenderBackgroundSystem) Update ¶
func (s *RenderBackgroundSystem) Update(_ *gohan.Context) error
func (*RenderBackgroundSystem) Uses ¶
func (s *RenderBackgroundSystem) Uses() []gohan.ComponentID
type RenderDebugTextSystem ¶
type RenderDebugTextSystem struct {
// contains filtered or unexported fields
}
func NewRenderDebugTextSystem ¶
func NewRenderDebugTextSystem(player gohan.Entity) *RenderDebugTextSystem
func (*RenderDebugTextSystem) Draw ¶
func (s *RenderDebugTextSystem) Draw(ctx *gohan.Context, screen *ebiten.Image) error
func (*RenderDebugTextSystem) Needs ¶
func (s *RenderDebugTextSystem) Needs() []gohan.ComponentID
func (*RenderDebugTextSystem) Update ¶
func (s *RenderDebugTextSystem) Update(_ *gohan.Context) error
func (*RenderDebugTextSystem) Uses ¶
func (s *RenderDebugTextSystem) Uses() []gohan.ComponentID
type RenderMessageSystem ¶
type RenderMessageSystem struct {
// contains filtered or unexported fields
}
func NewRenderMessageSystem ¶
func NewRenderMessageSystem(player gohan.Entity) *RenderMessageSystem
func (*RenderMessageSystem) Draw ¶
func (s *RenderMessageSystem) Draw(ctx *gohan.Context, screen *ebiten.Image) error
func (*RenderMessageSystem) Needs ¶
func (s *RenderMessageSystem) Needs() []gohan.ComponentID
func (*RenderMessageSystem) SizeUpdated ¶
func (s *RenderMessageSystem) SizeUpdated()
func (*RenderMessageSystem) Uses ¶
func (s *RenderMessageSystem) Uses() []gohan.ComponentID
type RenderSystem ¶
func NewRenderSystem ¶
func NewRenderSystem() *RenderSystem
func (*RenderSystem) Draw ¶
func (s *RenderSystem) Draw(ctx *gohan.Context, screen *ebiten.Image) error
func (*RenderSystem) Needs ¶
func (s *RenderSystem) Needs() []gohan.ComponentID
func (*RenderSystem) Uses ¶
func (s *RenderSystem) Uses() []gohan.ComponentID
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