Example #1
0
func (game *GameWorld) Setup(w *ecs.World) {
	engi.SetBg(0xFFFFFF)

	w.AddSystem(&engi.RenderSystem{})
	w.AddSystem(&engi.AnimationSystem{})
	w.AddSystem(&ControlSystem{})
	w.AddSystem(engi.NewMouseZoomer(zoomSpeed))

	spriteSheet := engi.NewSpritesheetFromFile("hero.png", 150, 150)

	w.AddEntity(game.CreateEntity(&engi.Point{0, 0}, spriteSheet, StopAction))
}
Example #2
0
func (game *GameWorld) Setup(w *engi.World) {
	engi.SetBg(0xFFFFFF)

	w.AddSystem(&engi.RenderSystem{})
	w.AddSystem(&engi.AnimationSystem{})
	w.AddSystem(&engi.PauseSystem{})

	spriteSheet := engi.NewSpritesheetFromFile("hero.png", 150, 150)

	w.AddEntity(game.CreateEntity(&engi.Point{0, 0}, spriteSheet, game.RUN_ACTION))
	w.AddEntity(game.CreateEntity(&engi.Point{300, 0}, spriteSheet, game.WALK_ACTION))
	w.AddEntity(game.CreateEntity(&engi.Point{600, 0}, spriteSheet, game.STOP_ACTION))
	w.AddEntity(game.CreateEntity(&engi.Point{900, 0}, spriteSheet, game.SKILL_ACTION))

	// This animation is special
	d_entity := game.CreateEntity(&engi.Point{1200, 0}, spriteSheet, game.DIE_ACTION)
	// ... because now, it's not affected by pausing
	d_entity.AddComponent(&engi.UnpauseComponent{})

	w.AddEntity(d_entity)
}