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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 ¶
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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) SetSceneManager ¶
func (m *CreditsSystem) SetSceneManager(sm *macaw.SceneManager)
SetSceneManager sets the scene manager in the system
type MenuSystem ¶
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 (*MenuSystem) SetSceneManager ¶
func (m *MenuSystem) SetSceneManager(sm *macaw.SceneManager)
SetSceneManager sets the scene manager in the system
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) SetSceneManager ¶
func (p *PlayerSystem) SetSceneManager(sm *macaw.SceneManager)
SetSceneManager sets the scene manager in the system
type ScrollSystem ¶
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
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
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