Documentation
¶
Index ¶
- Constants
- func NewPlayerMoveSystem(player gohan.Entity, m *MovementSystem) *playerMoveSystem
- func NewProfileSystem(player gohan.Entity) *profileSystem
- func NewplayerFireSystem() *playerFireSystem
- type CameraSystem
- type CreepSystem
- type MovementSystem
- type RailSystem
- type RenderCursorSystem
- type RenderDebugTextSystem
- type RenderHUDSystem
- type RenderMessageSystem
- type RenderSystem
Constants ¶
View Source
const TileWidth = 16
Variables ¶
This section is empty.
Functions ¶
func NewPlayerMoveSystem ¶
func NewPlayerMoveSystem(player gohan.Entity, m *MovementSystem) *playerMoveSystem
func NewProfileSystem ¶
func NewplayerFireSystem ¶
func NewplayerFireSystem() *playerFireSystem
Types ¶
type CameraSystem ¶
func NewCameraSystem ¶
func NewCameraSystem() *CameraSystem
type CreepSystem ¶
type CreepSystem struct {
Creep *component.Creep
Position *component.Position
Sprite *component.Sprite `gohan:"?"`
Weapon *component.Weapon `gohan:"?"`
}
func NewCreepSystem ¶
func NewCreepSystem() *CreepSystem
type MovementSystem ¶
type MovementSystem struct {
Position *component.Position
Velocity *component.Velocity
Creep *component.Creep `gohan:"?"`
CreepBullet *component.CreepBullet `gohan:"?"`
PlayerBullet *component.PlayerBullet `gohan:"?"`
Sprite *component.Sprite `gohan:"?"`
}
func NewMovementSystem ¶
func NewMovementSystem() *MovementSystem
type RailSystem ¶
func NewRailSystem ¶
func NewRailSystem() *RailSystem
type RenderCursorSystem ¶
type RenderCursorSystem struct {
Position *component.Position
Velocity *component.Velocity
Weapon *component.Weapon
// contains filtered or unexported fields
}
func NewRenderCursorSystem ¶
func NewRenderCursorSystem() *RenderCursorSystem
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 RenderMessageSystem ¶
type RenderMessageSystem struct {
Position *component.Position
Velocity *component.Velocity
Weapon *component.Weapon
// contains filtered or unexported fields
}
func NewRenderMessageSystem ¶
func NewRenderMessageSystem() *RenderMessageSystem
type RenderSystem ¶
type RenderSystem struct {
Position *component.Position
Sprite *component.Sprite
// contains filtered or unexported fields
}
func NewRenderSystem ¶
func NewRenderSystem(z int) *RenderSystem
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