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Index ¶
Constants ¶
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const ( CollisionWorld common.CollisionGroup = 1 << iota CollisionPlayer CollisionEntity )
Variables ¶
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var CharacterAnimations = []*common.Animation{ {Name: action.AnimationMoveUp, Frames: []int{9, 10, 11}, Loop: true}, {Name: action.AnimationMoveDown, Frames: []int{0, 1, 2}, Loop: true}, {Name: action.AnimationMoveLeft, Frames: []int{3, 4, 5}, Loop: true}, {Name: action.AnimationMoveRight, Frames: []int{6, 7, 8}, Loop: true}, {Name: action.AnimationStopUp, Frames: []int{10}, Loop: true}, {Name: action.AnimationStopDown, Frames: []int{1}, Loop: true}, {Name: action.AnimationStopLeft, Frames: []int{4}, Loop: true}, {Name: action.AnimationStopRight, Frames: []int{7}, Loop: true}, }
CharacterAnimations delcares default Character Animations.
Functions ¶
This section is empty.
Types ¶
type Character ¶ added in v0.5.0
type Character struct { ecs.BasicEntity common.AnimationComponent common.CollisionComponent common.RenderComponent common.SpaceComponent action.ActionComponent control.ControlComponent speed.SpeedComponent }
Character entity is a game character.
func NewCharacter ¶ added in v0.5.0
func NewCharacter(o NewCharacterOptions) (p *Character, err error)
NewCharacter constructs a new Character entity and returns it along with any errors encountered.
type NewCharacterOptions ¶ added in v0.5.0
type NewCharacterOptions struct { Position engo.Point SpritesheetURL string CellWidth, CellHeight int CollisionGroup common.CollisionGroup AnimationRate float32 StartZIndex float32 }
NewCharacterOptions provides control options when calling NewCharacter.
type Object ¶
type Object struct { ecs.BasicEntity common.CollisionComponent common.SpaceComponent }
An Object within the game world.
type Shadow ¶ added in v0.5.0
type Shadow struct { ecs.BasicEntity common.RenderComponent common.SpaceFace }
Shadow entity is an entity shadow.
func NewCharacterShadow ¶ added in v0.5.0
type Tile ¶
type Tile struct { ecs.BasicEntity common.AnimationComponent common.RenderComponent common.SpaceComponent }
A Tile entity stores the contents of a single tile of the game map.
type Tilemap ¶
type Tilemap struct { Level *common.Level // Tiles contains all tiles from the map. Tiles []*Tile // Objects contains all objects from the map. Objects []*Object // Points contains objects of type Point. Points map[string]*Object // Spawns contains objects of type Spawn. Spawns map[string]*Object }
A Tilemap entity stores the data for a single Tiled map.
func NewTilemap ¶
NewTilemap constructs a new Tilemap from the provided file url.
func (Tilemap) AddTilesToWorld ¶
AddTilesToWorld adds each Tile entity to the given world.
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