csystem

package
Version: v0.1.1 Latest Latest
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Published: Sep 22, 2018 License: Zlib Imports: 10 Imported by: 0

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Index

Constants

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const (
	// MoveNone represents the flag that the bird has no movement
	MoveNone = 0x00
	// MoveLeft represents the flag to move the bird to the left
	MoveLeft = 0x01
	// MoveRight represents the flag to move the bird to the right
	MoveRight = 0x02
	// MoveUp represents the flag to move the bird to the up
	MoveUp = 0x04
	// MoveDown represents the flag to move the bird to the down
	MoveDown = 0x08
)

Variables

This section is empty.

Functions

This section is empty.

Types

type CreditsSystem

type CreditsSystem struct {
	Name          string
	EntityManager *entity.Manager
	InputManager  *input.Manager
	RenderSystem  *system.RenderSystem
	SceneManager  *macaw.SceneManager
}

CreditsSystem is the struct that contains the controllable stick

func (*CreditsSystem) Init

func (m *CreditsSystem) Init()

Init adds the collision handler

func (*CreditsSystem) SetSceneManager

func (m *CreditsSystem) SetSceneManager(sm *macaw.SceneManager)

SetSceneManager sets the scene manager in the system

func (*CreditsSystem) Update

func (m *CreditsSystem) Update()

Update handle the input event

type MenuSystem struct {
	Name          string
	EntityManager *entity.Manager
	InputManager  *input.Manager
	RenderSystem  *system.RenderSystem
	SceneManager  *macaw.SceneManager
	// contains filtered or unexported fields
}

MenuSystem is the struct that contains the controllable stick

func (m *MenuSystem) Init()

Init adds the collision handler

func (m *MenuSystem) SetSceneManager(sm *macaw.SceneManager)

SetSceneManager sets the scene manager in the system

func (m *MenuSystem) Update()

Update handle the input event

type PlayerSystem

type PlayerSystem struct {
	EntityManager   *entity.Manager
	Name            string
	InputManager    *input.Manager
	CollisionSystem *system.CollisionSystem
	RenderSystem    *system.RenderSystem
	SceneManager    *macaw.SceneManager
	// contains filtered or unexported fields
}

PlayerSystem is the struct that contains the controllable stick

func (*PlayerSystem) Init

func (p *PlayerSystem) Init()

Init adds the collision handler

func (*PlayerSystem) SetSceneManager

func (p *PlayerSystem) SetSceneManager(sm *macaw.SceneManager)

SetSceneManager sets the scene manager in the system

func (*PlayerSystem) Update

func (p *PlayerSystem) Update()

Update handle the input event

type ScrollSystem

type ScrollSystem struct {
	EntityManager *entity.Manager
	Name          string
}

ScrollSystem is the struct that contains the controllable stick

func (*ScrollSystem) Init

func (s *ScrollSystem) Init()

Init initializes the render system using the current window

func (*ScrollSystem) Update

func (s *ScrollSystem) Update()

Update handle the input event

type SpawnSystem

type SpawnSystem struct {
	EntityManager   *entity.Manager
	Name            string
	RenderSystem    *system.RenderSystem
	CollisionSystem *system.CollisionSystem
	Spritesheet     *entity.Spritesheet
	Sprites         map[string]entity.RenderComponent
	// contains filtered or unexported fields
}

SpawnSystem is the struct that contains the controllable stick

func (*SpawnSystem) Init

func (s *SpawnSystem) Init()

Init loads the spritesheet

func (*SpawnSystem) Update

func (s *SpawnSystem) Update()

Update handle the input event

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