engi

package module
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Published: Feb 26, 2016 License: BSD-2-Clause Imports: 35 Imported by: 0

README

Engi

Oryginal repository: paked/engi

Why this is fully separate repository? I'm just making changes that propably will not work for you, and you propably shouldn't use this repo anyway, its just for fun.

Getting Started

go get -u github.com/Lealen/engi

Documentation

Index

Constants

This section is empty.

Variables

View Source
var (
	MinZoom float32 = 0.25
	MaxZoom float32 = 3
)
View Source
var (
	Time        *Clock
	Files       *Loader
	Gl          *webgl.Context
	WorldBounds AABB

	Mailbox *MessageManager
)
View Source
var (
	Arrow     *glfw.Cursor
	IBeam     *glfw.Cursor
	Crosshair *glfw.Cursor
	Hand      *glfw.Cursor
	HResize   *glfw.Cursor
	VResize   *glfw.Cursor
)
View Source
var (
	Mouse mouse

	MOVE    = Action(0)
	PRESS   = Action(1)
	RELEASE = Action(2)
	SHIFT   = Modifier(0x0001)
	CONTROL = Modifier(0x0002)
	ALT     = Modifier(0x0004)
	SUPER   = Modifier(0x0008)
)
View Source
var (
	MouseButton1      = Key(0)
	MouseButton2      = Key(1)
	MouseButton3      = Key(2)
	MouseButton4      = Key(3)
	MouseButton5      = Key(4)
	MouseButton6      = Key(5)
	MouseButton7      = Key(6)
	MouseButton8      = Key(7)
	MouseButtonLast   = MouseButton8
	MouseButtonLeft   = MouseButton1
	MouseButtonRight  = MouseButton2
	MouseButtonMiddle = MouseButton3

	Dash         = Key(189)
	Apostrophe   = Key(222)
	Semicolon    = Key(186)
	Equals       = Key(187)
	Comma        = Key(188)
	Period       = Key(190)
	Slash        = Key(191)
	Backslash    = Key(220)
	Backspace    = Key(8)
	Tab          = Key(9)
	CapsLock     = Key(20)
	Space        = Key(32)
	Enter        = Key(13)
	Escape       = Key(27)
	Insert       = Key(45)
	PrintScreen  = Key(42)
	Delete       = Key(46)
	PageUp       = Key(33)
	PageDown     = Key(34)
	Home         = Key(36)
	End          = Key(35)
	Pause        = Key(19)
	ScrollLock   = Key(145)
	ArrowLeft    = Key(37)
	ArrowRight   = Key(39)
	ArrowDown    = Key(40)
	ArrowUp      = Key(38)
	LeftBracket  = Key(219)
	LeftShift    = Key(16)
	LeftControl  = Key(17)
	LeftSuper    = Key(73)
	LeftAlt      = Key(18)
	RightBracket = Key(221)
	RightShift   = Key(16)
	RightControl = Key(17)
	RightSuper   = Key(73)
	RightAlt     = Key(18)
	Zero         = Key(48)
	One          = Key(49)
	Two          = Key(50)
	Three        = Key(51)
	Four         = Key(52)
	Five         = Key(53)
	Six          = Key(54)
	Seven        = Key(55)
	Eight        = Key(56)
	Nine         = Key(57)
	F1           = Key(112)
	F2           = Key(113)
	F3           = Key(114)
	F4           = Key(115)
	F5           = Key(116)
	F6           = Key(117)
	F7           = Key(118)
	F8           = Key(119)
	F9           = Key(120)
	F10          = Key(121)
	F11          = Key(122)
	F12          = Key(123)
	A            = Key(65)
	B            = Key(66)
	C            = Key(67)
	D            = Key(68)
	E            = Key(69)
	F            = Key(70)
	G            = Key(71)
	H            = Key(72)
	I            = Key(73)
	J            = Key(74)
	K            = Key(75)
	L            = Key(76)
	M            = Key(77)
	N            = Key(78)
	O            = Key(79)
	P            = Key(80)
	Q            = Key(81)
	R            = Key(82)
	S            = Key(83)
	T            = Key(84)
	U            = Key(85)
	V            = Key(86)
	W            = Key(87)
	X            = Key(88)
	Y            = Key(89)
	Z            = Key(90)
	NumLock      = Key(144)
	NumMultiply  = Key(106)
	NumDivide    = Key(111)
	NumAdd       = Key(107)
	NumSubtract  = Key(109)
	NumZero      = Key(96)
	NumOne       = Key(97)
	NumTwo       = Key(98)
	NumThree     = Key(99)
	NumFour      = Key(100)
	NumFive      = Key(101)
	NumSix       = Key(102)
	NumSeven     = Key(103)
	NumEight     = Key(104)
	NumNine      = Key(105)
	NumDecimal   = Key(110)
	NumEnter     = Key(13)
)
View Source
var (
	KEY_STATE_UP        string = "up"
	KEY_STATE_DOWN      string = "down"
	KEY_STATE_JUST_DOWN string = "justdown"
	KEY_STATE_JUST_UP   string = "justup"

	Keys KeyManager
)
View Source
var Shaders = ShadersLibrary{
	// contains filtered or unexported fields
}

Functions

func CreateWindow

func CreateWindow(title string, width, height int, fullscreen bool)

func DestroyWindow

func DestroyWindow()

func Exit

func Exit()

func GetCamera

func GetCamera() *cameraSystem

func Height

func Height() float32

func IsIntersecting

func IsIntersecting(rect1 AABB, rect2 AABB) bool

func LoadShader

func LoadShader(vertSrc, fragSrc string) *webgl.Program

func Open

func Open(opts RunOptions, defaultScene Scene)

func RegisterScene

func RegisterScene(s Scene)

RegisterScene registers the `Scene`, so it can later be used by `SetSceneByName`

func RunIteration

func RunIteration()

RunIteration runs one iteration / frame

func RunPreparation

func RunPreparation(defaultScene Scene)

RunPreparation is called only once, and is called automatically when calling Open It is only here for benchmarking in combination with OpenHeadlessNoRun

func SetBg

func SetBg(color uint32)

func SetCursor

func SetCursor(c *glfw.Cursor)

func SetFPSLimit

func SetFPSLimit(limit int) error

func SetKeepAspectRatioOnScale

func SetKeepAspectRatioOnScale(b bool)

func SetScaleOnResize

func SetScaleOnResize(b bool)

func SetScene

func SetScene(s Scene, forceNewWorld bool)

SetScene sets the currentScene to the given Scene, and optionally forcing to create a new ecs.World that goes with it.

func SetSceneByName

func SetSceneByName(name string, forceNewWorld bool) error

SetSceneByName does a lookup for the `Scene` where its `Type()` equals `name`, and then sets it as current `Scene`

func SetTitle

func SetTitle(title string)

func SetVSync

func SetVSync(enabled bool)

func Width

func Width() float32

func WindowHeight

func WindowHeight() float32

func WindowWidth

func WindowWidth() float32

Types

type AABB

type AABB struct {
	Min, Max Point
}

type Action

type Action int

type AnimationAction

type AnimationAction struct {
	Name   string
	Frames []int
}

type AnimationComponent

type AnimationComponent struct {
	Rate float32 // How often frames should increment, in seconds.

	Drawables        []Drawable       // Renderables
	Animations       map[string][]int // All possible animations
	CurrentAnimation []int            // The current animation
	// contains filtered or unexported fields
}

Component that controls animation in rendering entities

func NewAnimationComponent

func NewAnimationComponent(drawables []Drawable, rate float32) *AnimationComponent

func (*AnimationComponent) AddAnimationAction

func (ac *AnimationComponent) AddAnimationAction(action *AnimationAction)

func (*AnimationComponent) AddAnimationActions

func (ac *AnimationComponent) AddAnimationActions(actions []*AnimationAction)

func (*AnimationComponent) Cell

func (ac *AnimationComponent) Cell() Drawable

func (*AnimationComponent) NextFrame

func (ac *AnimationComponent) NextFrame()

func (*AnimationComponent) SelectAnimationByAction

func (ac *AnimationComponent) SelectAnimationByAction(action *AnimationAction)

func (*AnimationComponent) SelectAnimationByName

func (ac *AnimationComponent) SelectAnimationByName(name string)

func (*AnimationComponent) Type

func (*AnimationComponent) Type() string

type AnimationSystem

type AnimationSystem struct {
	*ecs.System
}

func (*AnimationSystem) New

func (a *AnimationSystem) New(*ecs.World)

func (AnimationSystem) Type

func (AnimationSystem) Type() string

func (*AnimationSystem) Update

func (a *AnimationSystem) Update(e *ecs.Entity, dt float32)

type Assets

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

func NewAssets

func NewAssets() *Assets

func (*Assets) Get

func (a *Assets) Get(path string) Image

func (*Assets) Image

func (a *Assets) Image(path string)

func (*Assets) Load

func (a *Assets) Load(onFinish func())

type AudioComponent

type AudioComponent struct {
	File       string
	Repeat     bool
	Background bool
	// contains filtered or unexported fields
}

AudioComponent is a Component which is used by the AudioSystem

func (*AudioComponent) Type

func (*AudioComponent) Type() string

type AudioSystem

type AudioSystem struct {
	*ecs.System
	HeightModifier float32
}

AudioSystem is a System that allows for sound effects and / or music

func (*AudioSystem) New

func (as *AudioSystem) New(*ecs.World)

func (AudioSystem) Type

func (AudioSystem) Type() string

func (*AudioSystem) Update

func (as *AudioSystem) Update(entity *ecs.Entity, dt float32)

type ByFirstgid

type ByFirstgid []TMXTileset

func (ByFirstgid) Len

func (t ByFirstgid) Len() int

func (ByFirstgid) Less

func (t ByFirstgid) Less(i, j int) bool

func (ByFirstgid) Swap

func (t ByFirstgid) Swap(i, j int)

type CameraAxis

type CameraAxis uint8

CameraAxis is the axis at which the Camera can/has to move

const (
	XAxis CameraAxis = iota
	YAxis
	ZAxis
)

type CameraMessage

type CameraMessage struct {
	Axis        CameraAxis
	Value       float32
	Incremental bool
}

CameraMessage is a message that can be sent to the Camera (and other Systemers), to indicate movement

func (CameraMessage) Type

func (CameraMessage) Type() string

type Clock

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

func NewClock

func NewClock() *Clock

func (*Clock) Delta

func (c *Clock) Delta() float32

func (*Clock) Fps

func (c *Clock) Fps() float32

func (*Clock) Tick

func (c *Clock) Tick()

func (*Clock) Time

func (c *Clock) Time() float32

type CollisionComponent

type CollisionComponent struct {
	Solid, Main bool
	Extra       Point
}

func (*CollisionComponent) Type

func (*CollisionComponent) Type() string

type CollisionMasterComponent

type CollisionMasterComponent struct {
}

func (CollisionMasterComponent) Is

func (*CollisionMasterComponent) Type

type CollisionMessage

type CollisionMessage struct {
	Entity *ecs.Entity
	To     *ecs.Entity
}

func (CollisionMessage) Type

func (collision CollisionMessage) Type() string

type CollisionSystem

type CollisionSystem struct {
	*ecs.System
}

func (*CollisionSystem) New

func (cs *CollisionSystem) New(*ecs.World)

func (*CollisionSystem) RunInParallel

func (cs *CollisionSystem) RunInParallel() bool

func (*CollisionSystem) Type

func (*CollisionSystem) Type() string

func (*CollisionSystem) Update

func (cs *CollisionSystem) Update(entity *ecs.Entity, dt float32)

type DefaultShader

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

func (*DefaultShader) Draw

func (s *DefaultShader) Draw(texture *webgl.Texture, buffer *webgl.Buffer, x, y, rotation float32)

func (*DefaultShader) Initialize

func (s *DefaultShader) Initialize(width, height float32)

func (*DefaultShader) Post

func (s *DefaultShader) Post()

func (*DefaultShader) Pre

func (s *DefaultShader) Pre()

func (*DefaultShader) SetProjection

func (s *DefaultShader) SetProjection(width, height float32)

type Drawable

type Drawable interface {
	Texture() *webgl.Texture
	Width() float32
	Height() float32
	View() (float32, float32, float32, float32)
}

type EdgeScroller

type EdgeScroller struct {
	*ecs.System
	// contains filtered or unexported fields
}

EdgeScroller is a Systemer that allows for scrolling when the mouse is near the edges

func NewEdgeScroller

func NewEdgeScroller(scrollSpeed float32, margin float64) *EdgeScroller

func (*EdgeScroller) New

func (c *EdgeScroller) New(*ecs.World)

func (*EdgeScroller) Type

func (*EdgeScroller) Type() string

func (*EdgeScroller) Update

func (c *EdgeScroller) Update(entity *ecs.Entity, dt float32)

type Font

type Font struct {
	URL  string
	Size float64
	BG   color.Color
	FG   color.Color
	// contains filtered or unexported fields
}

TODO FG and BG color config

func (*Font) Create

func (f *Font) Create() error

Create is for loading fonts from the disk, given a location

func (*Font) CreatePreloaded

func (f *Font) CreatePreloaded() error

CreatePreloaded is for loading fonts which have already been defined (and loaded) within Preload

func (*Font) Render

func (f *Font) Render(text string) *Texture

func (*Font) TextDimensions

func (f *Font) TextDimensions(text string) (int, int, int)

type Format

type Format int

Format represents a PCM data format.

const (
	Mono8 Format = iota + 1
	Mono16
	Stereo8
	Stereo16
)

func (Format) String

func (f Format) String() string

type HUDShader

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

func (*HUDShader) Draw

func (s *HUDShader) Draw(texture *webgl.Texture, buffer *webgl.Buffer, x, y, rotation float32)

func (*HUDShader) Initialize

func (s *HUDShader) Initialize(width, height float32)

func (*HUDShader) Post

func (s *HUDShader) Post()

func (*HUDShader) Pre

func (s *HUDShader) Pre()

func (*HUDShader) SetProjection

func (s *HUDShader) SetProjection(width, height float32)

type Image

type Image interface {
	Data() interface{}
	Width() int
	Height() int
}

func LoadImage

func LoadImage(data interface{}) Image

type ImageObject

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

func NewImageObject

func NewImageObject(img *image.NRGBA) *ImageObject

func (*ImageObject) Data

func (i *ImageObject) Data() interface{}

func (*ImageObject) Height

func (i *ImageObject) Height() int

func (*ImageObject) Width

func (i *ImageObject) Width() int

type ImageRGBA

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

func NewImageRGBA

func NewImageRGBA(img *image.RGBA) *ImageRGBA

func (*ImageRGBA) Data

func (i *ImageRGBA) Data() interface{}

func (*ImageRGBA) Height

func (i *ImageRGBA) Height() int

func (*ImageRGBA) Width

func (i *ImageRGBA) Width() int

type Key

type Key int

type KeyManager

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

func (*KeyManager) Get

func (km *KeyManager) Get(k Key) KeyState

type KeyState

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

func (KeyState) Down

func (key KeyState) Down() bool

func (KeyState) JustPressed

func (key KeyState) JustPressed() bool

func (KeyState) JustReleased

func (key KeyState) JustReleased() bool

func (*KeyState) State

func (key *KeyState) State() string

func (KeyState) Up

func (key KeyState) Up() bool

type KeyboardScroller

type KeyboardScroller struct {
	*ecs.System
	// contains filtered or unexported fields
}

KeyboardScroller is a Systemer that allows for scrolling when certain keys are pressed

func NewKeyboardScroller

func NewKeyboardScroller(scrollSpeed float32, up, right, down, left Key) *KeyboardScroller

func (*KeyboardScroller) BindKeyboard

func (c *KeyboardScroller) BindKeyboard(up, right, down, left Key)

func (*KeyboardScroller) New

func (c *KeyboardScroller) New(*ecs.World)

func (*KeyboardScroller) Type

func (*KeyboardScroller) Type() string

func (*KeyboardScroller) Update

func (c *KeyboardScroller) Update(entity *ecs.Entity, dt float32)

type Level

type Level struct {
	Width      int
	Height     int
	TileWidth  int
	TileHeight int
	Tiles      []*tile
	LineBounds []Line
	Images     []*tile
}

type Line

type Line struct {
	P1 Point
	P2 Point
}

func (*Line) Angle

func (l *Line) Angle() float32

Returns the line's angle relative to Y = 0

func (*Line) LineIntersection

func (l *Line) LineIntersection(l2 Line) Point

Returns the point where the two lines intersect

func (*Line) PointDistance

func (l *Line) PointDistance(point Point) float32

Returns the squared euclidean distance from a point to a line *segment*

func (*Line) PointDistanceSquared

func (l *Line) PointDistanceSquared(point Point) float32

Returns the squared euclidean distance from a point to a line *segment*

func (*Line) PointSide

func (l *Line) PointSide(point Point) bool

Returns which side of the line the point is on This is useful if you have a point of reference

type Loader

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

func NewLoader

func NewLoader() *Loader

func (*Loader) Add

func (l *Loader) Add(urls ...string)

func (*Loader) AddFromDir

func (l *Loader) AddFromDir(url string, recurse bool)

func (*Loader) Image

func (l *Loader) Image(name string) *Texture

func (*Loader) Json

func (l *Loader) Json(name string) string

func (*Loader) Level

func (l *Loader) Level(name string) *Level

func (*Loader) Load

func (l *Loader) Load(onFinish func())

func (*Loader) Sound

func (l *Loader) Sound(name string) ReadSeekCloser

type Message

type Message interface {
	Type() string
}

type MessageHandler

type MessageHandler func(msg Message)

type MessageManager

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

func (*MessageManager) Dispatch

func (mm *MessageManager) Dispatch(message Message)

func (*MessageManager) Listen

func (mm *MessageManager) Listen(messageType string, handler MessageHandler)

type Modifier

type Modifier int

type MouseComponent

type MouseComponent struct {
	// Clicked is true whenever the Mouse was space in this frame
	Clicked bool
	// Hovered is true whenever the Mouse is hovering the space in this frame
	Hovered bool
	// Dragged is true whenever the space was clicked, and then the mouse started moving (while holding)
	Dragged bool
	// Rightclicked is true whenever the space was rightclicked in this frame
	Rightclicked bool
	// Enter is true whenever the Mouse entered the space in that frame, but wasn't in that space on the previous frame
	Enter bool
	// Leave is true whenever the Mouse was in the space on the previous frame, but now isn't
	Leave bool
}

MouseComponent is the location for the MouseSystem to store its results; to be used / viewed by other Systems

func (*MouseComponent) Type

func (*MouseComponent) Type() string

Type returns the string representation of the MouseComponent type

type MouseSystem

type MouseSystem struct {
	*ecs.System
	// contains filtered or unexported fields
}

MouseSystem listens for mouse events, and changes value for MouseComponent accordingly

func (*MouseSystem) New

func (m *MouseSystem) New(*ecs.World)

New initializes the MouseSystem

func (*MouseSystem) Pre

func (m *MouseSystem) Pre()

Pre is called before all Update calls, and is used to compute internal values

func (*MouseSystem) Priority

func (m *MouseSystem) Priority() int

Priority returns a priority of 10 (higher than most) to ensure that this System runs before all others

func (*MouseSystem) Type

func (*MouseSystem) Type() string

Type returns the string representation of the MouseSystem type

func (*MouseSystem) Update

func (m *MouseSystem) Update(entity *ecs.Entity, dt float32)

Update sets the MouseComponent values for each Entity

type MouseZoomer

type MouseZoomer struct {
	*ecs.System
	// contains filtered or unexported fields
}

MouseZoomer is a Systemer that allows for zooming when the scroll wheel is used

func NewMouseZoomer

func NewMouseZoomer(zoomSpeed float32) *MouseZoomer

func (*MouseZoomer) New

func (c *MouseZoomer) New(*ecs.World)

func (*MouseZoomer) Type

func (*MouseZoomer) Type() string

func (*MouseZoomer) Update

func (c *MouseZoomer) Update(entity *ecs.Entity, dt float32)

type Player

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

Player is a basic audio player that plays PCM data. Operations on a nil *Player are no-op, a nil *Player can be used for testing purposes.

func NewPlayer

func NewPlayer(src ReadSeekCloser, format Format, samplesPerSecond int64) (*Player, error)

NewPlayer returns a new Player. It initializes the underlying audio devices and the related resources. If zero values are provided for format and sample rate values, the player determines them from the source's WAV header. An error is returned if the format and sample rate can't be determined.

The audio package is only designed for small audio sources.

func (*Player) Close

func (p *Player) Close() error

Close closes the device and frees the underlying resources used by the player. It should be called as soon as the player is not in-use anymore.

func (*Player) Current

func (p *Player) Current() time.Duration

Current returns the current playback position of the audio that is being played.

func (*Player) Pause

func (p *Player) Pause() error

Pause pauses the player.

func (*Player) Play

func (p *Player) Play(background bool) error

Play buffers the source audio to the audio device and starts to play the source. If the player paused or stopped, it reuses the previously buffered resources to keep playing from the time it has paused or stopped.

func (*Player) Seek

func (p *Player) Seek(background bool, offset time.Duration) error

Seek moves the play head to the given offset relative to the start of the source.

func (*Player) SetVolume

func (p *Player) SetVolume(vol float64)

SetVolume sets the volume of the player. The range of the volume is [0, 1].

func (*Player) State

func (p *Player) State() State

State returns the player's current state.

func (*Player) Stop

func (p *Player) Stop() error

Stop stops the player.

func (*Player) Total

func (p *Player) Total(background bool) time.Duration

Total returns the total duration of the audio source.

func (*Player) Volume

func (p *Player) Volume() float64

Volume returns the current player volume. The range of the volume is [0, 1].

type Point

type Point struct {
	X, Y float32
}

func MinimumTranslation

func MinimumTranslation(rect1 AABB, rect2 AABB) Point

func (*Point) Add

func (p *Point) Add(p2 Point)

func (*Point) AddScalar

func (p *Point) AddScalar(s float32)

func (*Point) Multiply

func (p *Point) Multiply(p2 Point)

func (*Point) MultiplyScalar

func (p *Point) MultiplyScalar(s float32)

func (*Point) Normalize

func (a *Point) Normalize() (Point, float32)

Returns the unit vector from a, and it's magnitude

func (*Point) PointDistance

func (p *Point) PointDistance(p2 Point) float32

func (*Point) PointDistanceSquared

func (p *Point) PointDistanceSquared(p2 Point) float32

func (*Point) ProjectOnto

func (a *Point) ProjectOnto(b Point) Point

Returns the vector produced by projecting a on to b

func (*Point) Set

func (p *Point) Set(x, y float32)

func (*Point) SetPoint

func (p *Point) SetPoint(p2 Point)

func (*Point) SetTo

func (p *Point) SetTo(v float32)

func (*Point) Subtract

func (p *Point) Subtract(p2 Point)

func (*Point) SubtractScalar

func (p *Point) SubtractScalar(s float32)

type PriorityLevel

type PriorityLevel int
const (
	// HighestGround is the highest PriorityLevel that will be rendered
	HighestGround PriorityLevel = 100
	// HUDGround is a PriorityLevel from which everything isn't being affected by the Camera
	HUDGround    PriorityLevel = 80
	Foreground   PriorityLevel = 60
	MiddleGround PriorityLevel = 40
	ScenicGround PriorityLevel = 20
	// Background is the lowest PriorityLevel that will be rendered
	Background PriorityLevel = 0
	// Hidden indicates that it should not be rendered by the RenderSystem
	Hidden PriorityLevel = -1
)

type ReadSeekCloser

type ReadSeekCloser interface {
	io.ReadSeeker
	io.Closer
}

ReadSeekCloser is an io.ReadSeeker and io.Closer.

type Region

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

func NewRegion

func NewRegion(texture *Texture, x, y, w, h float32) *Region

func (*Region) Height

func (r *Region) Height() float32

func (*Region) Texture

func (r *Region) Texture() *webgl.Texture

func (*Region) View

func (r *Region) View() (float32, float32, float32, float32)

func (*Region) Width

func (r *Region) Width() float32

type RenderComponent

type RenderComponent struct {
	Label string

	Transparency float32
	Color        color.Color
	// contains filtered or unexported fields
}

func NewRenderComponent

func NewRenderComponent(d Drawable, scale Point, label string) *RenderComponent

func (*RenderComponent) Scale

func (r *RenderComponent) Scale() Point

func (*RenderComponent) SetDrawable

func (r *RenderComponent) SetDrawable(d Drawable)

func (*RenderComponent) SetPriority

func (r *RenderComponent) SetPriority(p PriorityLevel)

func (*RenderComponent) SetScale

func (r *RenderComponent) SetScale(scale Point)

func (*RenderComponent) Type

func (*RenderComponent) Type() string

type RenderSystem

type RenderSystem struct {
	*ecs.System
	// contains filtered or unexported fields
}

func (*RenderSystem) AddEntity

func (rs *RenderSystem) AddEntity(e *ecs.Entity)

func (*RenderSystem) New

func (rs *RenderSystem) New(w *ecs.World)

func (*RenderSystem) Post

func (rs *RenderSystem) Post()

func (*RenderSystem) Pre

func (rs *RenderSystem) Pre()

func (*RenderSystem) Priority

func (rs *RenderSystem) Priority() int

func (*RenderSystem) RemoveEntity

func (rs *RenderSystem) RemoveEntity(e *ecs.Entity)

func (*RenderSystem) Type

func (*RenderSystem) Type() string

func (*RenderSystem) Update

func (rs *RenderSystem) Update(entity *ecs.Entity, dt float32)

type Resource

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

func NewResource

func NewResource(url string) Resource

type RunOptions

type RunOptions struct {
	// NoRun indicates the Open function should return immediately, without looping
	NoRun bool

	// Title is the Window title
	Title string

	// HeadlessMode indicates whether or not OpenGL calls should be made
	HeadlessMode bool

	Fullscreen    bool
	Width, Height int

	// VSync indicates whether or not OpenGL should wait for the monitor to swp the buffers
	VSync bool

	// ScaleOnResize indicates whether or not engi should make things larger/smaller whenever the screen resizes
	ScaleOnResize bool

	// KeepAspectRatioOnScale indicates whether or not engi should keep aspect ratio whenever it tries to scale everything that is on screen whenever the screen resizes (requires ScaleOnResize=true)
	KeepAspectRatioOnScale bool

	// FPSLimit indicates the maximum number of frames per second
	FPSLimit int
}

type Scene

type Scene interface {
	// Preload is called before loading resources
	Preload()

	// Setup is called before the main loop
	Setup(*ecs.World)

	// Show is called whenever the other Scene becomes inactive, and this one becomes the active one
	Show()

	// Hide is called when an other Scene becomes active
	Hide()

	// Type returns a unique string representation of the Scene, used to identify it
	Type() string
}

Scene represents a screen ingame. i.e.: main menu, settings, but also the game itself

func CurrentScene

func CurrentScene() Scene

CurrentScene returns the SceneWorld that is currently active

type Shader

type Shader interface {
	Initialize(width, height float32)
	Pre()
	Draw(texture *webgl.Texture, buffer *webgl.Buffer, x, y, rotation float32)
	Post()
	SetProjection(width, height float32)
}

type ShadersLibrary

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

ShadersLibrary is the manager for the Shaders

func (*ShadersLibrary) Get

func (s *ShadersLibrary) Get(prio PriorityLevel) Shader

Get returns the `Shader` that should be used for the given `PriorityLevel`

func (*ShadersLibrary) Register

func (s *ShadersLibrary) Register(prio PriorityLevel, sh Shader)

Registers the `Shader` for the given `PriorityLevel`; possibly overwriting previously registered Shaders It does no initialization whatsoever

type SpaceComponent

type SpaceComponent struct {
	Position Point
	Width    float32
	Height   float32
}

func (SpaceComponent) AABB

func (sc SpaceComponent) AABB() AABB

func (*SpaceComponent) Type

func (*SpaceComponent) Type() string

type Sprite

type Sprite struct {
	Position *Point
	Scale    *Point
	Anchor   *Point
	Rotation float32
	Color    color.Color
	Alpha    float32
	Region   *Region
}

func NewSprite

func NewSprite(region *Region, x, y float32) *Sprite

type Spritesheet

type Spritesheet struct {
	CellWidth, CellHeight int // The dimensions of the cells
	// contains filtered or unexported fields
}

Spritesheet is a class that stores a set of tiles from a file, used by tilemaps and animations

func NewSpritesheetFromFile

func NewSpritesheetFromFile(textureName string, cellWidth, cellHeight int) *Spritesheet

NewSpritesheetFromFile is a simple handler for creating a new spritesheet from a file textureName is the name of a texture already preloaded with engi.Files.Add

func NewSpritesheetFromTexture

func NewSpritesheetFromTexture(texture *Texture, cellWidth, cellHeight int) *Spritesheet

func (*Spritesheet) Cell

func (s *Spritesheet) Cell(index int) *Region

Cell gets the region at the index i, updates and pulls from cache if need be

func (*Spritesheet) CellCount

func (s *Spritesheet) CellCount() int

func (*Spritesheet) Cells

func (s *Spritesheet) Cells() []*Region

func (*Spritesheet) Drawable

func (s *Spritesheet) Drawable(index int) Drawable

func (*Spritesheet) Drawables

func (s *Spritesheet) Drawables() []Drawable

func (Spritesheet) Height

func (s Spritesheet) Height() float32

Height is the amount of tiles on the y-axis of the spritesheet

func (Spritesheet) Width

func (s Spritesheet) Width() float32

Width is the amount of tiles on the x-axis of the spritesheet

type State

type State int

State indicates the current playing state of the player.

const (
	Unknown State = iota
	Initial
	Playing
	Paused
	Stopped
)

func (State) String

func (s State) String() string

type TMXImgLayer

type TMXImgLayer struct {
	Name   string    `xml:"name,attr"`
	X      float64   `xml:"x,attr"`
	Y      float64   `xml:"y,attr"`
	ImgSrc TMXImgSrc `xml:"image"`
}

type TMXImgSrc

type TMXImgSrc struct {
	Source string `xml:"source,attr"`
}

type TMXLayer

type TMXLayer struct {
	Name        string `xml:"name,attr"`
	Width       int    `xml:"width,attr"`
	Height      int    `xml:"height,attr"`
	TileMapping []uint32
	// This variable doesn't need to persist, used to fill TileMapping
	CompData []byte `xml:"data"`
}

type TMXLevel

type TMXLevel struct {
	Width      int           `xml:"width,attr"`
	Height     int           `xml:"height,attr"`
	TileWidth  int           `xml:"tilewidth,attr"`
	TileHeight int           `xml:"tileheight,attr"`
	Tilesets   []TMXTileset  `xml:"tileset"`
	Layers     []TMXLayer    `xml:"layer"`
	ObjGroups  []TMXObjGroup `xml:"objectgroup"`
	ImgLayers  []TMXImgLayer `xml:"imagelayer"`
}

type TMXObj

type TMXObj struct {
	X         float64       `xml:"x,attr"`
	Y         float64       `xml:"y,attr"`
	Polylines []TMXPolyline `xml:"polyline"`
}

type TMXObjGroup

type TMXObjGroup struct {
	Name    string   `xml:"name,attr"`
	Objects []TMXObj `xml:"object"`
}

type TMXPolyline

type TMXPolyline struct {
	Points string `xml:"points,attr"`
}

type TMXTileset

type TMXTileset struct {
	Firstgid   int           `xml:"firstgid,attr"`
	Name       string        `xml:"name,attr"`
	TileWidth  int           `xml:"tilewidth,attr"`
	TileHeight int           `xml:"tileheight,attr"`
	ImageSrc   TMXTilesetSrc `xml:"image"`
	Image      *Texture
}

type TMXTilesetSrc

type TMXTilesetSrc struct {
	Source string `xml:"source,attr"`
	Width  int    `xml:"width,attr"`
	Height int    `xml:"height,attr"`
}

Just used to create levelTileset->Image

type Texture

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

func NewTexture

func NewTexture(img Image) *Texture

func (*Texture) Height

func (t *Texture) Height() float32

Height returns the height of the texture.

func (*Texture) Texture

func (t *Texture) Texture() *webgl.Texture

func (*Texture) View

func (r *Texture) View() (float32, float32, float32, float32)

func (*Texture) Width

func (t *Texture) Width() float32

Width returns the width of the texture.

Directories

Path Synopsis
hud
Package ecs is the implementation of the Entity Component System design used by github.com/paked/engi.
Package ecs is the implementation of the Entity Component System design used by github.com/paked/engi.

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