systems

package
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Published: Mar 19, 2024 License: MIT Imports: 5 Imported by: 0

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Constants

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Variables

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Functions

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Types

type CameraSystem

type CameraSystem struct {
	Camera *rl.Camera2D
	// contains filtered or unexported fields
}

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

type DebugInfoSystem struct {
	Camera *rl.Camera2D
	// contains filtered or unexported fields
}

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 (*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 (*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)

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