Documentation ¶
Index ¶
- type CameraSystem
- type DebugInfoSystem
- type PlayerInputSystem
- type PlayerMovementSystem
- func (s *PlayerMovementSystem) Add(basic *ecs.BasicEntity, vel *components.Velocity, pos *components.Position, ...)
- func (s *PlayerMovementSystem) New(w *ecs.World)
- func (s *PlayerMovementSystem) Priority() int
- func (s *PlayerMovementSystem) Remove(basic ecs.BasicEntity)
- func (s *PlayerMovementSystem) Update(dt float32)
- type RenderSystem
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type CameraSystem ¶
func NewCameraSystem ¶
func NewCameraSystem(camera *rl.Camera2D) CameraSystem
func (*CameraSystem) Add ¶
func (s *CameraSystem) Add( basic *ecs.BasicEntity, pos *components.Position, sp *components.Shape, )
func (*CameraSystem) New ¶
func (s *CameraSystem) New(w *ecs.World)
func (*CameraSystem) Priority ¶
func (s *CameraSystem) Priority() int
func (*CameraSystem) Remove ¶
func (s *CameraSystem) Remove(basic ecs.BasicEntity)
func (*CameraSystem) Update ¶
func (s *CameraSystem) Update(dt float32)
type DebugInfoSystem ¶
func NewDebugInfoSystem ¶
func NewDebugInfoSystem(camera *rl.Camera2D) DebugInfoSystem
func (*DebugInfoSystem) Add ¶
func (s *DebugInfoSystem) Add()
func (*DebugInfoSystem) Priority ¶
func (s *DebugInfoSystem) Priority() int
func (*DebugInfoSystem) Remove ¶
func (s *DebugInfoSystem) Remove(basic ecs.BasicEntity)
func (*DebugInfoSystem) Update ¶
func (s *DebugInfoSystem) Update(dt float32)
type PlayerInputSystem ¶
type PlayerInputSystem struct {
// contains filtered or unexported fields
}
func NewPlayerInputSystem ¶
func NewPlayerInputSystem() PlayerInputSystem
func (*PlayerInputSystem) Add ¶
func (s *PlayerInputSystem) Add(basic *ecs.BasicEntity, vel *components.Velocity)
func (*PlayerInputSystem) New ¶
func (s *PlayerInputSystem) New(w *ecs.World)
func (*PlayerInputSystem) Priority ¶
func (s *PlayerInputSystem) Priority() int
func (*PlayerInputSystem) Remove ¶
func (s *PlayerInputSystem) Remove(basic ecs.BasicEntity)
func (*PlayerInputSystem) Update ¶
func (s *PlayerInputSystem) Update(dt float32)
type PlayerMovementSystem ¶
type PlayerMovementSystem struct {
// contains filtered or unexported fields
}
func NewPlayerMovementSystem ¶
func NewPlayerMovementSystem() PlayerMovementSystem
func (*PlayerMovementSystem) Add ¶
func (s *PlayerMovementSystem) Add( basic *ecs.BasicEntity, vel *components.Velocity, pos *components.Position, spd *components.Speed, )
func (*PlayerMovementSystem) New ¶
func (s *PlayerMovementSystem) New(w *ecs.World)
func (*PlayerMovementSystem) Priority ¶
func (s *PlayerMovementSystem) Priority() int
func (*PlayerMovementSystem) Remove ¶
func (s *PlayerMovementSystem) Remove(basic ecs.BasicEntity)
func (*PlayerMovementSystem) Update ¶
func (s *PlayerMovementSystem) Update(dt float32)
type RenderSystem ¶
type RenderSystem struct {
// contains filtered or unexported fields
}
func NewRenderSystem ¶
func NewRenderSystem(project *tilestacker.Project) RenderSystem
func (*RenderSystem) Add ¶
func (s *RenderSystem) Add( basic *ecs.BasicEntity, pos *components.Position, size *components.Size, sc *components.ShapeColor, sh *components.Shape, vel *components.Velocity, ol *components.Outline, )
func (*RenderSystem) New ¶
func (s *RenderSystem) New(w *ecs.World)
func (*RenderSystem) Priority ¶
func (s *RenderSystem) Priority() int
func (*RenderSystem) Remove ¶
func (s *RenderSystem) Remove(basic ecs.BasicEntity)
func (*RenderSystem) Update ¶
func (s *RenderSystem) Update(dt float32)
Click to show internal directories.
Click to hide internal directories.