Documentation
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Index ¶
- func NewPlayerFireSystem(p *gohan.Entity) *playerFireSystem
- func NewPlayerMoveSystem(player *gohan.Entity, m *MovementSystem) *playerMoveSystem
- func SinXMovement(vel *kmath.Vec, t uint)
- func SinXMovement2(vel *kmath.Vec, t uint)
- type CollisionSystem
- type CreepSpawnSystem
- type CreepSystem
- type MovementSystem
- type RenderMessageSystem
- type RenderSystem
- type SpawnConfig
- type SpawnPattern
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func NewPlayerFireSystem ¶
func NewPlayerMoveSystem ¶
func NewPlayerMoveSystem(player *gohan.Entity, m *MovementSystem) *playerMoveSystem
func SinXMovement ¶
func SinXMovement2 ¶
Types ¶
type CollisionSystem ¶
func NewCollisionSystem ¶
func NewCollisionSystem() *CollisionSystem
type CreepSpawnSystem ¶
type CreepSpawnSystem struct {
// contains filtered or unexported fields
}
func NewCreepSpawnSystem ¶
func NewCreepSpawnSystem() *CreepSpawnSystem
type CreepSystem ¶
func NewCreepSystem ¶
func NewCreepSystem() *CreepSystem
type MovementSystem ¶
type MovementSystem struct {
Position *component.Position
Velocity *component.Velocity
VelFunc *component.VelocityFunc `gohan:"?"`
ScreenW, ScreenH float64 `gohan:"-"`
}
func NewMovementSystem ¶
func NewMovementSystem() *MovementSystem
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
SpriteAlternator *component.SpriteAlternator `gohan:"?"`
ScreenW int `gohan:"-"`
ScreenH int `gohan:"-"`
// contains filtered or unexported fields
}
func NewRenderSystem ¶
func NewRenderSystem() *RenderSystem
type SpawnConfig ¶
type SpawnPattern ¶
type SpawnPattern int
const ( SpawnSingle SpawnPattern = iota SpawnLine SpawnFormation SpawnWave )
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