Documentation
¶
Index ¶
- Constants
- func NewPlayerMoveSystem(player gohan.Entity, m *MovementSystem) *playerMoveSystem
- func NewProfileSystem(player gohan.Entity) *profileSystem
- type CameraSystem
- type MovementSystem
- type PopulateSystem
- type PowerScanSystem
- type RenderDebugTextSystem
- type RenderHudSystem
- type RenderSystem
- type TaxSystem
- type TickSystem
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 ¶
Types ¶
type CameraSystem ¶
func NewCameraSystem ¶
func NewCameraSystem() *CameraSystem
type MovementSystem ¶
type MovementSystem struct {
Position *component.Position
Velocity *component.Velocity
Weapon *component.Velocity `gohan:"?"`
}
func NewMovementSystem ¶
func NewMovementSystem() *MovementSystem
type PopulateSystem ¶
type PopulateSystem struct {
Position *component.Position
Velocity *component.Velocity
Weapon *component.Weapon
}
func NewPopulateSystem ¶
func NewPopulateSystem() *PopulateSystem
type PowerScanSystem ¶
type PowerScanSystem struct {
Position *component.Position
Velocity *component.Velocity
Weapon *component.Weapon
}
func NewPowerScanSystem ¶
func NewPowerScanSystem() *PowerScanSystem
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
type RenderHudSystem ¶
type RenderHudSystem struct {
Position *component.Position
Velocity *component.Velocity
Weapon *component.Weapon
// contains filtered or unexported fields
}
func NewRenderHudSystem ¶
func NewRenderHudSystem() *RenderHudSystem
type RenderSystem ¶
type RenderSystem struct {
Position *component.Position
Sprite *component.Sprite
// contains filtered or unexported fields
}
func NewRenderSystem ¶
func NewRenderSystem() *RenderSystem
type TaxSystem ¶
type TaxSystem struct {
Position *component.Position
Velocity *component.Velocity
Weapon *component.Weapon
}
func NewTaxSystem ¶
func NewTaxSystem() *TaxSystem
type TickSystem ¶
type TickSystem struct {
Position *component.Position
Velocity *component.Velocity
Weapon *component.Weapon
}
func NewTickSystem ¶
func NewTickSystem() *TickSystem
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