systems

package
v0.0.0-...-ea360a7 Latest Latest
Warning

This package is not in the latest version of its module.

Go to latest
Published: Mar 30, 2017 License: MIT Imports: 7 Imported by: 0

Documentation

Index

Constants

View Source
const (
	// System Messages
	MessageGeneric ecs.Message = iota
	MessageCameraUpdate
	MessageGetCommands
	MessageGetEntitiesOfSystem
	MessageSetEntityLocation
	MessageGetGameSnapshot

	// Game Messages
	MessageGameQuit
	MessageGameChangeScene

	MessageCount
)

The Message enum

Variables

This section is empty.

Functions

This section is empty.

Types

type ByZ

type ByZ []ecs.Entity

ByZ implements the sort interface for []ecs.Entity on Z value.

func (ByZ) Len

func (z ByZ) Len() int

func (ByZ) Less

func (z ByZ) Less(i, j int) bool

func (ByZ) Swap

func (z ByZ) Swap(i, j int)

type CameraSystem

type CameraSystem struct {
	// contains filtered or unexported fields
}

CameraSystem defines the system to process input.

func NewCameraSystem

func NewCameraSystem(camera parts.CameraInterface) *CameraSystem

NewCameraSystem returns a pointer to a new CameraSystem.

func (*CameraSystem) Add

func (s *CameraSystem) Add(e *ecs.Entity)

Add adds an entity to the system.

func (*CameraSystem) Delete

func (s *CameraSystem) Delete(e ecs.Entity)

Delete deletes an entity from this system.

func (CameraSystem) HandleMessage

func (s CameraSystem) HandleMessage(
	msg ecs.Message, data interface{}) interface{}

HandleMessage handles any messages that need to be dealt with.

func (*CameraSystem) Init

func (s *CameraSystem) Init(mngr *ecs.SystemManager)

Init initializes the system.

func (*CameraSystem) Update

func (s *CameraSystem) Update(dt float64)

Update handles the update of the system.

type CollisionSystem

type CollisionSystem struct {
	// contains filtered or unexported fields
}

func NewCollisionSystem

func NewCollisionSystem() *CollisionSystem

NewPlayerHandlingSystem returns a pointer to a new PlayerHandlingSystem.

func (*CollisionSystem) HandleMessage

func (s *CollisionSystem) HandleMessage(
	msg ecs.Message, data interface{}) interface{}

HandleMessage handles any messages that need to be dealt with.

func (*CollisionSystem) Init

func (s *CollisionSystem) Init(mngr *ecs.SystemManager)

Init initializes the system.

func (CollisionSystem) Priority

func (s CollisionSystem) Priority() uint

Priority defines the priority of this system.

func (*CollisionSystem) Update

func (s *CollisionSystem) Update(dt float64)

Update handles the update of the system.

type Command

type Command int

Command defines the type used for the Command enum

const (
	CommandNone Command = iota
	CommandFullscreen
	CommandShoot
	CommandLeft
	CommandUp
	CommandRight
	CommandDown
	CommandSpeedup
	CommandCount
)

The Command enum

type EntityManagerItems

type EntityManagerItems struct {
	// contains filtered or unexported fields
}

type GameSystem

type GameSystem struct {
	// contains filtered or unexported fields
}

GameSystem defines the system to access the game objects.

func NewGameSystem

func NewGameSystem(game *ecs.GameInterface) *GameSystem

NewGameSystem returns a pointer to a new GameSystem.

func (*GameSystem) HandleMessage

func (s *GameSystem) HandleMessage(
	msg ecs.Message, data interface{}) interface{}

HandleMessage handles any messages that need to be dealt with.

func (*GameSystem) Init

func (s *GameSystem) Init(mngr *ecs.SystemManager)

Init initializes the system.

func (GameSystem) Priority

func (s GameSystem) Priority() uint

Priority defines the priority of this system.

func (*GameSystem) Update

func (s *GameSystem) Update(dt float64)

Update handles the update of the system.

type InputSystem

type InputSystem struct {
	// contains filtered or unexported fields
}

InputSystem defines the system to process input.

func NewInputSystem

func NewInputSystem(game ecs.GameInterface) *InputSystem

NewInputSystem returns a pointer to a new InputSystem.

func (InputSystem) HandleMessage

func (s InputSystem) HandleMessage(
	msg ecs.Message, data interface{}) interface{}

HandleMessage handles any messages that need to be dealt with.

func (*InputSystem) Init

func (s *InputSystem) Init(mngr *ecs.SystemManager)

Init initializes the system.

func (InputSystem) Priority

func (s InputSystem) Priority() uint

Priority defines the priority of this system.

func (*InputSystem) Update

func (s *InputSystem) Update(dt float64)

Update handles the update of the system.

type MyEntityManager

type MyEntityManager struct {
	// contains filtered or unexported fields
}

MyEntityManager implements the ecs/EntityManager interface.

func NewMyEntityManager

func NewMyEntityManager() *MyEntityManager

NewMyEntityManager returns a new MyEntityManager.

func (*MyEntityManager) Add

func (s *MyEntityManager) Add(entity ecs.Entity, systemIDs ...string)

Add adds an entity to this manager.

func (*MyEntityManager) Delete

func (s *MyEntityManager) Delete(id uint64, systemIDs ...string)

Delete removes an entity from this manager. if systemIDs is nil, delete entire entity, else only the systems defined.

func (MyEntityManager) Get

func (s MyEntityManager) Get(id uint64) ecs.Entity

Get returns an entity managed by this manager.

func (*MyEntityManager) HandleMessage

func (s *MyEntityManager) HandleMessage(
	msg ecs.Message, data interface{}) interface{}

HandleMessage handles any messages that need to be dealt with.

func (*MyEntityManager) Init

func (s *MyEntityManager) Init(mngr *ecs.SystemManager)

Init initializes the system.

func (MyEntityManager) Priority

func (s MyEntityManager) Priority() uint

Priority defines the priority of this system.

func (*MyEntityManager) Update

func (s *MyEntityManager) Update(dt float64)

Update handles the update of the system.

type PlayerHandlingSystem

type PlayerHandlingSystem struct {
	// contains filtered or unexported fields
}

func NewPlayerHandlingSystem

func NewPlayerHandlingSystem() *PlayerHandlingSystem

NewPlayerHandlingSystem returns a pointer to a new PlayerHandlingSystem.

func (*PlayerHandlingSystem) HandleMessage

func (s *PlayerHandlingSystem) HandleMessage(
	msg ecs.Message, data interface{}) interface{}

HandleMessage handles any messages that need to be dealt with.

func (*PlayerHandlingSystem) Init

func (s *PlayerHandlingSystem) Init(mngr *ecs.SystemManager)

Init initializes the system.

func (PlayerHandlingSystem) Priority

func (s PlayerHandlingSystem) Priority() uint

Priority defines the priority of this system.

func (*PlayerHandlingSystem) Update

func (s *PlayerHandlingSystem) Update(dt float64)

Update handles the update of the system.

type RenderSystem

type RenderSystem struct {
	// contains filtered or unexported fields
}

RenderSystem defines the system to render stuff to the screen.

func NewRenderSystem

func NewRenderSystem(
	renderer *sdl.Renderer, camera parts.CameraInterface) *RenderSystem

NewRenderSystem returns a pointer to a new RenderSystem.

func (*RenderSystem) HandleMessage

func (s *RenderSystem) HandleMessage(
	msg ecs.Message, data interface{}) interface{}

HandleMessage handles any messages that need to be dealt with.

func (*RenderSystem) Init

func (s *RenderSystem) Init(mngr *ecs.SystemManager)

Init initializes the system.

func (RenderSystem) Priority

func (s RenderSystem) Priority() uint

Priority defines the priority of this system.

func (*RenderSystem) Update

func (s *RenderSystem) Update(dt float64)

Update handles the update of the system.

Jump to

Keyboard shortcuts

? : This menu
/ : Search site
f or F : Jump to
y or Y : Canonical URL