func (game *Game) Setup(w *engi.World) { engi.SetBg(0x2d3739) // Add all of the systems w.AddSystem(&engi.RenderSystem{}) w.AddSystem(&engi.CollisionSystem{}) w.AddSystem(&DeathSystem{}) w.AddSystem(&FallingSystem{}) w.AddSystem(&ControlSystem{}) w.AddSystem(&RockSpawnSystem{}) // Create new entity subscribed to all the systems! guy := engi.NewEntity([]string{"RenderSystem", "ControlSystem", "RockSpawnSystem", "CollisionSystem", "DeathSystem"}) texture := engi.Files.Image("icon.png") render := engi.NewRenderComponent(texture, engi.Point{4, 4}, "guy") // Tell the collision system that this player is solid collision := &engi.CollisionComponent{Solid: true, Main: true} width := texture.Width() * render.Scale.X height := texture.Height() * render.Scale.Y space := &engi.SpaceComponent{engi.Point{(engi.Width() - width) / 2, (engi.Height() - height) / 2}, width, height} guy.AddComponent(render) guy.AddComponent(space) guy.AddComponent(collision) w.AddEntity(guy) }
// Setup is called before the main loop is started func (game *Game) Setup(w *ecs.World) { engi.SetBg(0x222222) w.AddSystem(&engi.RenderSystem{}) w.AddSystem(engi.NewMouseZoomer(zoomSpeed)) // Create the background; this way we'll see when we actually zoom w.AddEntity(generateBackground()) }
func (pong *PongGame) Setup(w *ecs.World) { engi.SetBg(0x2d3739) w.AddSystem(&engi.RenderSystem{}) w.AddSystem(&engi.CollisionSystem{}) w.AddSystem(&SpeedSystem{}) w.AddSystem(&ControlSystem{}) w.AddSystem(&BallSystem{}) w.AddSystem(&ScoreSystem{}) basicFont = (&engi.Font{URL: "Roboto-Regular.ttf", Size: 32, FG: color.NRGBA{255, 255, 255, 255}}) if err := basicFont.CreatePreloaded(); err != nil { log.Fatalln("Could not load font:", err) } ball := ecs.NewEntity([]string{"RenderSystem", "CollisionSystem", "SpeedSystem", "BallSystem"}) ballTexture := engi.Files.Image("ball.png") ballRender := engi.NewRenderComponent(ballTexture, engi.Point{2, 2}, "ball") ballSpace := &engi.SpaceComponent{engi.Point{(engi.Width() - ballTexture.Width()) / 2, (engi.Height() - ballTexture.Height()) / 2}, ballTexture.Width() * ballRender.Scale().X, ballTexture.Height() * ballRender.Scale().Y} ballCollision := &engi.CollisionComponent{Main: true, Solid: true} ballSpeed := &SpeedComponent{} ballSpeed.Point = engi.Point{300, 100} ball.AddComponent(ballRender) ball.AddComponent(ballSpace) ball.AddComponent(ballCollision) ball.AddComponent(ballSpeed) w.AddEntity(ball) score := ecs.NewEntity([]string{"RenderSystem", "ScoreSystem"}) scoreRender := engi.NewRenderComponent(basicFont.Render(" "), engi.Point{1, 1}, "YOLO <3") scoreSpace := &engi.SpaceComponent{engi.Point{100, 100}, 100, 100} score.AddComponent(scoreRender) score.AddComponent(scoreSpace) w.AddEntity(score) schemes := []string{"WASD", ""} for i := 0; i < 2; i++ { paddle := ecs.NewEntity([]string{"RenderSystem", "CollisionSystem", "ControlSystem"}) paddleTexture := engi.Files.Image("paddle.png") paddleRender := engi.NewRenderComponent(paddleTexture, engi.Point{2, 2}, "paddle") x := float32(0) if i != 0 { x = 800 - 16 } paddleSpace := &engi.SpaceComponent{engi.Point{x, (engi.Height() - paddleTexture.Height()) / 2}, paddleRender.Scale().X * paddleTexture.Width(), paddleRender.Scale().Y * paddleTexture.Height()} paddleControl := &ControlComponent{schemes[i]} paddleCollision := &engi.CollisionComponent{Main: false, Solid: true} paddle.AddComponent(paddleRender) paddle.AddComponent(paddleSpace) paddle.AddComponent(paddleControl) paddle.AddComponent(paddleCollision) w.AddEntity(paddle) } }
// Setup is called before the main loop is started func (game *Game) Setup(w *ecs.World) { engi.SetBg(0x222222) w.AddSystem(&engi.RenderSystem{}) // The most important line in this whole demo: w.AddSystem(engi.NewEdgeScroller(scrollSpeed, edgeMargin)) // Create the background; this way we'll see when we actually scroll w.AddEntity(generateBackground()) }
func (b *BCIGame) Setup(w *ecs.World) { engi.SetBg(0x444444) w.AddSystem(&systems.MenuListener{}) w.AddSystem(&systems.Maze{LevelDirectory: filepath.Join(assetsDir, levelsDir), Controller: &systems.ErroneousKeyboardController{}}) w.AddSystem(&systems.FPS{BaseTitle: gameTitle}) w.AddSystem(&systems.MovementSystem{}) w.AddSystem(&systems.Calibrate{}) w.AddSystem(&engi.RenderSystem{}) }
func (game *GameWorld) Setup(w *ecs.World) { engi.SetBg(0xFFFFFF) w.AddSystem(&engi.MouseSystem{}) w.AddSystem(&engi.RenderSystem{}) w.AddSystem(&ControlSystem{}) w.AddSystem(engi.NewMouseZoomer(-0.125)) w.AddEntity(game.CreateEntity()) }
func (game *Game) Setup(w *ecs.World) { engi.SetBg(0xFFFFFF) w.AddSystem(&engi.RenderSystem{}) w.AddSystem(&engi.AudioSystem{}) backgroundMusic := ecs.NewEntity([]string{"AudioSystem"}) backgroundMusic.AddComponent(&engi.AudioComponent{File: "326488.wav", Repeat: true, Background: true}) w.AddEntity(backgroundMusic) }
// Setup is called before the main loop is started func (game *Game) Setup(w *engi.World) { engi.SetBg(0x222222) w.AddSystem(&engi.RenderSystem{}) w.AddSystem(engi.NewMouseZoomer(zoomSpeed)) // Explicitly set WorldBounds for better default CameraSystem values engi.WorldBounds.Max = engi.Point{worldWidth, worldHeight} // Create the background; this way we'll see when we actually zoom w.AddEntity(generateBackground()) }
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)) }
func (pong *PongGame) Setup(w *engi.World) { engi.SetBg(0x2d3739) w.AddSystem(&engi.RenderSystem{}) w.AddSystem(&engi.CollisionSystem{}) w.AddSystem(&SpeedSystem{}) w.AddSystem(&ControlSystem{}) w.AddSystem(&BallSystem{}) w.AddSystem(&ScoreSystem{}) ball := engi.NewEntity([]string{"RenderSystem", "CollisionSystem", "SpeedSystem", "BallSystem"}) ballTexture := engi.Files.Image("ball.png") ballRender := engi.NewRenderComponent(ballTexture, engi.Point{2, 2}, "ball") ballSpace := &engi.SpaceComponent{engi.Point{(engi.Width() - ballTexture.Width()) / 2, (engi.Height() - ballTexture.Height()) / 2}, ballTexture.Width() * ballRender.Scale.X, ballTexture.Height() * ballRender.Scale.Y} ballCollision := &engi.CollisionComponent{Main: true, Solid: true} ballSpeed := &SpeedComponent{} ballSpeed.Point = engi.Point{300, 100} ball.AddComponent(ballRender) ball.AddComponent(ballSpace) ball.AddComponent(ballCollision) ball.AddComponent(ballSpeed) w.AddEntity(ball) score := engi.NewEntity([]string{"RenderSystem", "ScoreSystem"}) scoreRender := engi.NewRenderComponent(basicFont.Render(" "), engi.Point{1, 1}, "YOLO <3") scoreSpace := &engi.SpaceComponent{engi.Point{100, 100}, 100, 100} score.AddComponent(scoreRender) score.AddComponent(scoreSpace) w.AddEntity(score) schemes := []string{"WASD", ""} for i := 0; i < 2; i++ { paddle := engi.NewEntity([]string{"RenderSystem", "CollisionSystem", "ControlSystem"}) paddleTexture := engi.Files.Image("paddle.png") paddleRender := engi.NewRenderComponent(paddleTexture, engi.Point{2, 2}, "paddle") x := float32(0) if i != 0 { x = 800 - 16 } paddleSpace := &engi.SpaceComponent{engi.Point{x, (engi.Height() - paddleTexture.Height()) / 2}, paddleRender.Scale.X * paddleTexture.Width(), paddleRender.Scale.Y * paddleTexture.Height()} paddleControl := &ControlComponent{schemes[i]} paddleCollision := &engi.CollisionComponent{Main: false, Solid: true} paddle.AddComponent(paddleRender) paddle.AddComponent(paddleSpace) paddle.AddComponent(paddleControl) paddle.AddComponent(paddleCollision) w.AddEntity(paddle) } }
// Setup is called before the main loop is started func (game *Game) Setup(w *ecs.World) { engi.SetBg(0x222222) w.AddSystem(&engi.RenderSystem{}) // Adding KeyboardScroller so we can actually see the difference between background and HUD when scrolling w.AddSystem(engi.NewKeyboardScroller(scrollSpeed, engi.W, engi.D, engi.S, engi.A)) w.AddSystem(engi.NewMouseZoomer(zoomSpeed)) // Create background, so we can see difference between this and HUD w.AddEntity(generateBackground()) // Creating the HUD hudWidth := float32(200) // Can be anything you want hudHeight := engi.WindowHeight() // Can be anything you want // Generate something that uses the PriorityLevel HUDGround or up hudBg := generateHUDBackground(hudWidth, hudHeight) w.AddEntity(hudBg) }
func (game *GameWorld) Setup() { engi.SetBg(0x2d3739) game.AddSystem(&engi.RenderSystem{}) gameMap := ecs.NewEntity([]string{"RenderSystem"}) tilemap := engi.NewTilemap( [][]string{ {"0", "2", "0"}, {"4", "5", "1"}, {"2", "3", "4"}, {"5", "1", "2"}}, engi.Files.Image("sheet"), 16) mapRender := engi.NewRenderComponent(tilemap, engi.Point{1, 1}, "map") mapSpace := &engi.SpaceComponent{engi.Point{100, 100}, 0, 0} gameMap.AddComponent(mapRender) gameMap.AddComponent(mapSpace) game.AddEntity(gameMap) }
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) }
func (game *GameWorld) Setup(w *ecs.World) { engi.SetBg(0x2d3739) w.AddSystem(&engi.RenderSystem{}) w.AddSystem(&HideSystem{}) guy := ecs.NewEntity([]string{"RenderSystem", "HideSystem"}) texture := engi.Files.Image("rock.png") render := engi.NewRenderComponent(texture, engi.Point{8, 8}, "guy") collision := &engi.CollisionComponent{Solid: true, Main: true} width := texture.Width() * render.Scale().X height := texture.Height() * render.Scale().Y space := &engi.SpaceComponent{engi.Point{(engi.Width() - width) / 2, (engi.Height() - height) / 2}, width, height} guy.AddComponent(render) guy.AddComponent(space) guy.AddComponent(collision) w.AddEntity(guy) }
func (game *GameWorld) Setup(w *ecs.World) { engi.SetBg(0x2d3739) w.AddSystem(&engi.RenderSystem{}) // Create an entity part of the Render and Scale systems guy := ecs.NewEntity([]string{"RenderSystem", "ScaleSystem"}) // Retrieve a texture texture := engi.Files.Image("icon.png") // Create RenderComponent... Set scale to 8x, give lable "guy" render := engi.NewRenderComponent(texture, engi.Point{8, 8}, "guy") width := texture.Width() * render.Scale().X height := texture.Height() * render.Scale().Y space := &engi.SpaceComponent{engi.Point{0, 0}, width, height} guy.AddComponent(render) guy.AddComponent(space) w.AddEntity(guy) }
func (game *RockScene) Setup(w *ecs.World) { engi.SetBg(0x2d3739) w.AddSystem(&engi.RenderSystem{}) w.AddSystem(&ScaleSystem{}) w.AddSystem(&SceneSwitcherSystem{NextScene: "IconScene", WaitTime: time.Second * 3}) guy := ecs.NewEntity([]string{"RenderSystem", "ScaleSystem"}) texture := engi.Files.Image("rock.png") render := engi.NewRenderComponent(texture, engi.Point{8, 8}, "rock") collision := &engi.CollisionComponent{Solid: true, Main: true} width := texture.Width() * render.Scale().X height := texture.Height() * render.Scale().Y space := &engi.SpaceComponent{engi.Point{(engi.Width() - width) / 2, (engi.Height() - height) / 2}, width, height} guy.AddComponent(render) guy.AddComponent(space) guy.AddComponent(collision) w.AddEntity(guy) }