Documentation ¶
Index ¶
- type AreaOccupySystem
- type AreaSystem
- type BaseSystem
- type BuildingControlSystem
- func (b *BuildingControlSystem) Add(entity buildingControlEntity)
- func (b *BuildingControlSystem) HandleEvent(e engine.Event)
- func (b *BuildingControlSystem) Remove(entity engine.Entity)
- func (b *BuildingControlSystem) ShowBuildPanel()
- func (b *BuildingControlSystem) Start()
- func (b *BuildingControlSystem) Update(dt float64)
- type ButtonsSystem
- type ClickReleased
- type ClickingSystem
- type CollisionSystem
- type Config
- type Drawer
- type DrawingEntity
- type DrawingSystem
- type EntitiesClicked
- type EntitiesCollided
- type EntitiesOutOfCollision
- type EntityClicked
- type EntityList
- type EntityMap
- type EntityMoved
- type EntityOccupiedArea
- type EntityReachedTarget
- type EntitySelected
- type EntityStoppedOccupyingArea
- type EntityUnselected
- type PointClicked
- type ProgressBarSystem
- type ResourcesSystem
- type ResourcesUpdated
- type SelectionSystem
- type Spawner
- type System
- type TilemapConfig
- type TilemapSystem
- type TimeActionsSystem
- type UIConfig
- type UISystem
- type UnitControlSystem
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type AreaOccupySystem ¶
type AreaOccupySystem struct { BaseSystem // contains filtered or unexported fields }
func NewAreaOccupySystem ¶
func NewAreaOccupySystem(base BaseSystem) *AreaOccupySystem
func (*AreaOccupySystem) Add ¶
func (t *AreaOccupySystem) Add(entity areaOccupyEntity)
func (*AreaOccupySystem) HandleEvent ¶
func (t *AreaOccupySystem) HandleEvent(e engine.Event)
func (*AreaOccupySystem) Remove ¶
func (t *AreaOccupySystem) Remove(entity engine.Entity)
func (AreaOccupySystem) Start ¶
func (t AreaOccupySystem) Start()
func (AreaOccupySystem) Update ¶
func (t AreaOccupySystem) Update(dt float64)
type AreaSystem ¶
type AreaSystem struct { BaseSystem // contains filtered or unexported fields }
func NewAreaSystem ¶
func NewAreaSystem(base BaseSystem) *AreaSystem
func (*AreaSystem) Add ¶
func (a *AreaSystem) Add(entity areaEntity)
func (*AreaSystem) HandleEvent ¶
func (a *AreaSystem) HandleEvent(e engine.Event)
func (*AreaSystem) Remove ¶
func (a *AreaSystem) Remove(entity engine.Entity)
func (AreaSystem) Start ¶
func (a AreaSystem) Start()
func (*AreaSystem) Update ¶
func (a *AreaSystem) Update(dt float64)
type BaseSystem ¶
func NewBaseSystem ¶
func NewBaseSystem(config Config, eventBus *engine.EventBus, systemsProvider systemsProvider) BaseSystem
type BuildingControlSystem ¶
type BuildingControlSystem struct { BaseSystem // contains filtered or unexported fields }
func NewBuildingControlSystem ¶
func NewBuildingControlSystem(base BaseSystem) *BuildingControlSystem
func (*BuildingControlSystem) Add ¶
func (b *BuildingControlSystem) Add(entity buildingControlEntity)
func (*BuildingControlSystem) HandleEvent ¶
func (b *BuildingControlSystem) HandleEvent(e engine.Event)
func (*BuildingControlSystem) Remove ¶
func (b *BuildingControlSystem) Remove(entity engine.Entity)
func (*BuildingControlSystem) ShowBuildPanel ¶
func (b *BuildingControlSystem) ShowBuildPanel()
func (*BuildingControlSystem) Start ¶
func (b *BuildingControlSystem) Start()
func (*BuildingControlSystem) Update ¶
func (b *BuildingControlSystem) Update(dt float64)
type ButtonsSystem ¶
type ButtonsSystem struct { BaseSystem // contains filtered or unexported fields }
func NewButtonsSystem ¶
func NewButtonsSystem(base BaseSystem) *ButtonsSystem
func (*ButtonsSystem) Add ¶
func (b *ButtonsSystem) Add(entity buttonsEntity)
func (*ButtonsSystem) HandleEvent ¶
func (b *ButtonsSystem) HandleEvent(e engine.Event)
func (ButtonsSystem) Remove ¶
func (b ButtonsSystem) Remove(entity engine.Entity)
func (*ButtonsSystem) Start ¶
func (b *ButtonsSystem) Start()
func (ButtonsSystem) Update ¶
func (b ButtonsSystem) Update(dt float64)
type ClickReleased ¶
type ClickReleased struct { }
type ClickingSystem ¶
type ClickingSystem struct { BaseSystem // contains filtered or unexported fields }
func NewClickingSystem ¶
func NewClickingSystem(base BaseSystem) *ClickingSystem
func (*ClickingSystem) Add ¶
func (c *ClickingSystem) Add(entity clickingEntity)
func (*ClickingSystem) Remove ¶
func (c *ClickingSystem) Remove(entity engine.Entity)
func (*ClickingSystem) Start ¶
func (c *ClickingSystem) Start()
func (*ClickingSystem) Update ¶
func (c *ClickingSystem) Update(dt float64)
type CollisionSystem ¶
type CollisionSystem struct { BaseSystem // contains filtered or unexported fields }
func NewCollisionSystem ¶
func NewCollisionSystem(base BaseSystem) *CollisionSystem
func (*CollisionSystem) Add ¶
func (c *CollisionSystem) Add(entity collisionEntity)
func (*CollisionSystem) HandleEvent ¶
func (c *CollisionSystem) HandleEvent(e engine.Event)
func (*CollisionSystem) Remove ¶
func (c *CollisionSystem) Remove(entity engine.Entity)
func (CollisionSystem) Start ¶
func (c CollisionSystem) Start()
func (*CollisionSystem) Update ¶
func (c *CollisionSystem) Update(dt float64)
type DrawingEntity ¶
type DrawingEntity interface { engine.Entity components.WorldSpaceOwner components.DrawableOwner }
type DrawingSystem ¶
type DrawingSystem struct { BaseSystem // contains filtered or unexported fields }
func NewDrawingSystem ¶
func NewDrawingSystem(base BaseSystem) *DrawingSystem
func (*DrawingSystem) Add ¶
func (d *DrawingSystem) Add(e DrawingEntity)
func (DrawingSystem) Draw ¶
func (d DrawingSystem) Draw(screen engine.Sprite)
func (*DrawingSystem) Remove ¶
func (d *DrawingSystem) Remove(e engine.Entity)
func (*DrawingSystem) Start ¶
func (d *DrawingSystem) Start()
func (*DrawingSystem) Update ¶
func (d *DrawingSystem) Update(_ float64)
type EntitiesClicked ¶
type EntitiesOutOfCollision ¶
type EntityClicked ¶
type EntityList ¶
type EntityList struct {
// contains filtered or unexported fields
}
func (*EntityList) Add ¶
func (l *EntityList) Add(entity engine.Entity)
func (*EntityList) All ¶
func (l *EntityList) All() []engine.Entity
func (*EntityList) Clear ¶
func (l *EntityList) Clear()
func (EntityList) Empty ¶
func (l EntityList) Empty() bool
func (*EntityList) Remove ¶
func (l *EntityList) Remove(entity engine.Entity)
type EntityMoved ¶
type EntityOccupiedArea ¶
type EntityReachedTarget ¶
type EntitySelected ¶
type EntityUnselected ¶
type PointClicked ¶
type ProgressBarSystem ¶
type ProgressBarSystem struct { BaseSystem // contains filtered or unexported fields }
func NewProgressBarSystem ¶
func NewProgressBarSystem(base BaseSystem) *ProgressBarSystem
func (*ProgressBarSystem) Add ¶
func (p *ProgressBarSystem) Add(entity progressBarEntity)
func (*ProgressBarSystem) Remove ¶
func (p *ProgressBarSystem) Remove(entity engine.Entity)
func (ProgressBarSystem) Start ¶
func (p ProgressBarSystem) Start()
func (ProgressBarSystem) Update ¶
func (p ProgressBarSystem) Update(dt float64)
type ResourcesSystem ¶
type ResourcesSystem struct { BaseSystem // contains filtered or unexported fields }
func NewResourcesSystem ¶
func NewResourcesSystem(base BaseSystem) *ResourcesSystem
func (*ResourcesSystem) Add ¶
func (r *ResourcesSystem) Add(entity resourcesEntity)
func (*ResourcesSystem) HandleEvent ¶
func (r *ResourcesSystem) HandleEvent(e engine.Event)
func (*ResourcesSystem) Remove ¶
func (r *ResourcesSystem) Remove(entity engine.Entity)
func (*ResourcesSystem) Start ¶
func (r *ResourcesSystem) Start()
func (ResourcesSystem) Update ¶
func (r ResourcesSystem) Update(dt float64)
type ResourcesUpdated ¶
type ResourcesUpdated struct { UsedResources components.Resources AvailableResources components.Resources }
type SelectionSystem ¶
type SelectionSystem struct { BaseSystem // contains filtered or unexported fields }
func NewSelectionSystem ¶
func NewSelectionSystem(base BaseSystem) *SelectionSystem
func (*SelectionSystem) Add ¶
func (s *SelectionSystem) Add(entity selectionEntity)
func (*SelectionSystem) HandleEvent ¶
func (s *SelectionSystem) HandleEvent(e engine.Event)
func (SelectionSystem) Remove ¶
func (s SelectionSystem) Remove(entity engine.Entity)
func (*SelectionSystem) Start ¶
func (s *SelectionSystem) Start()
func (*SelectionSystem) Update ¶
func (s *SelectionSystem) Update(dt float64)
type Spawner ¶
type Spawner struct {
// contains filtered or unexported fields
}
func NewSpawner ¶
func NewSpawner(systemsProvider systemsProvider) Spawner
type TilemapConfig ¶
type TilemapConfig struct { OffsetX int OffsetY int Width int Height int TileWidth int TileHeight int }
func (TilemapConfig) TotalHeight ¶
func (t TilemapConfig) TotalHeight() int
func (TilemapConfig) TotalWidth ¶
func (t TilemapConfig) TotalWidth() int
type TilemapSystem ¶
type TilemapSystem struct { BaseSystem // contains filtered or unexported fields }
func NewTilemapSystem ¶
func NewTilemapSystem(base BaseSystem) *TilemapSystem
func (TilemapSystem) Remove ¶
func (t TilemapSystem) Remove(e engine.Entity)
func (*TilemapSystem) Start ¶
func (t *TilemapSystem) Start()
func (TilemapSystem) TileAtPosition ¶
func (TilemapSystem) Update ¶
func (t TilemapSystem) Update(_ float64)
type TimeActionsSystem ¶
type TimeActionsSystem struct { BaseSystem // contains filtered or unexported fields }
func NewTimeActionsSystem ¶
func NewTimeActionsSystem(base BaseSystem) *TimeActionsSystem
func (*TimeActionsSystem) Add ¶
func (t *TimeActionsSystem) Add(entity timeActionsEntity)
func (*TimeActionsSystem) Remove ¶
func (t *TimeActionsSystem) Remove(entity engine.Entity)
func (*TimeActionsSystem) Start ¶
func (t *TimeActionsSystem) Start()
func (*TimeActionsSystem) Update ¶
func (t *TimeActionsSystem) Update(dt float64)
type UISystem ¶
type UISystem struct { BaseSystem // contains filtered or unexported fields }
func NewUISystem ¶
func NewUISystem(base BaseSystem) *UISystem
func (UISystem) HandleEvent ¶
type UnitControlSystem ¶
type UnitControlSystem struct { BaseSystem // contains filtered or unexported fields }
func NewUnitControlSystem ¶
func NewUnitControlSystem(base BaseSystem, tileFinder tileFinder) *UnitControlSystem
func (*UnitControlSystem) Add ¶
func (u *UnitControlSystem) Add(entity unitControlEntity)
func (*UnitControlSystem) HandleEvent ¶
func (u *UnitControlSystem) HandleEvent(e engine.Event)
func (*UnitControlSystem) Remove ¶
func (u *UnitControlSystem) Remove(entity engine.Entity)
func (*UnitControlSystem) Start ¶
func (u *UnitControlSystem) Start()
func (UnitControlSystem) Update ¶
func (u UnitControlSystem) Update(dt float64)
Source Files ¶
- area_occupy_systems.go
- area_system.go
- base_system.go
- building_control_system.go
- buttons_system.go
- clicking_system.go
- collision_system.go
- config.go
- drawing_system.go
- entity_list.go
- progress_bars_system.go
- resources_system.go
- selection_system.go
- spawner.go
- system.go
- tilemap_system.go
- time_actions_system.go
- ui_system.go
- unit_control_system.go
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