Exemple #1
0
func (*DefaultScene) Setup(w *ecs.World) {
	engo.SetBackground(color.White)

	w.AddSystem(&engo.RenderSystem{})
	w.AddSystem(&ScaleSystem{})

	// Retrieve a texture
	texture := engo.Files.Image("icon.png")

	// Create an entity
	guy := Guy{BasicEntity: ecs.NewBasic()}

	// Initialize the components, set scale to 8x
	guy.RenderComponent = engo.RenderComponent{
		Drawable: texture,
		Scale:    engo.Point{8, 8},
	}
	guy.SpaceComponent = engo.SpaceComponent{
		Position: engo.Point{0, 0},
		Width:    texture.Width() * guy.RenderComponent.Scale.X,
		Height:   texture.Height() * guy.RenderComponent.Scale.Y,
	}

	// Add it to appropriate systems
	for _, system := range w.Systems() {
		switch sys := system.(type) {
		case *engo.RenderSystem:
			sys.Add(&guy.BasicEntity, &guy.RenderComponent, &guy.SpaceComponent)
		case *ScaleSystem:
			sys.Add(&guy.BasicEntity, &guy.RenderComponent)
		}
	}
}
Exemple #2
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func (game *RockScene) Setup(w *ecs.World) {
	engo.SetBackground(color.White)

	w.AddSystem(&engo.RenderSystem{})
	w.AddSystem(&ScaleSystem{})
	w.AddSystem(&SceneSwitcherSystem{NextScene: "IconScene", WaitTime: time.Second * 3})

	// Retrieve a texture
	texture := engo.Files.Image("rock.png")

	// Create an entity
	rock := Rock{BasicEntity: ecs.NewBasic()}

	// Initialize the components, set scale to 8x
	rock.RenderComponent = engo.RenderComponent{
		Drawable: texture,
		Scale:    engo.Point{8, 8},
	}
	rock.SpaceComponent = engo.SpaceComponent{
		Position: engo.Point{0, 0},
		Width:    texture.Width() * rock.RenderComponent.Scale.X,
		Height:   texture.Height() * rock.RenderComponent.Scale.Y,
	}

	// Add it to appropriate systems
	for _, system := range w.Systems() {
		switch sys := system.(type) {
		case *engo.RenderSystem:
			sys.Add(&rock.BasicEntity, &rock.RenderComponent, &rock.SpaceComponent)
		case *ScaleSystem:
			sys.Add(&rock.BasicEntity, &rock.RenderComponent)
		}
	}
}
Exemple #3
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// Setup is called before the main loop is started
func (*DefaultScene) Setup(w *ecs.World) {
	engo.SetBackground(color.White)
	w.AddSystem(&engo.RenderSystem{})
	w.AddSystem(&engo.MouseZoomer{zoomSpeed})

	// Create the background; this way we'll see when we actually zoom
	demoutils.NewBackground(w, worldWidth, worldHeight, color.RGBA{102, 153, 0, 255}, color.RGBA{102, 173, 0, 255})
}
Exemple #4
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// Setup is called before the main loop is started
func (*DefaultScene) Setup(w *ecs.World) {
	engo.SetBackground(color.White)
	w.AddSystem(&engo.RenderSystem{})

	// The most important line in this whole demo:
	w.AddSystem(&engo.EdgeScroller{scrollSpeed, edgeMargin})

	// Create the background; this way we'll see when we actually scroll
	demoutils.NewBackground(w, worldWidth, worldHeight, color.RGBA{102, 153, 0, 255}, color.RGBA{102, 173, 0, 255})
}
Exemple #5
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// Setup is called before the main loop is started
func (*DefaultScene) Setup(w *ecs.World) {
	engo.SetBackground(color.White)
	w.AddSystem(&engo.RenderSystem{})

	// The most important line in this whole demo:
	w.AddSystem(engo.NewKeyboardScroller(scrollSpeed, engo.DefaultHorizontalAxis, engo.DefaultVerticalAxis))

	// Create the background; this way we'll see when we actually scroll
	demoutils.NewBackground(w, worldWidth, worldHeight, color.RGBA{102, 153, 0, 255}, color.RGBA{102, 173, 0, 255})
}
Exemple #6
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// Setup is called before the main loop is started
func (*DefaultScene) Setup(w *ecs.World) {
	engo.SetBackground(color.White)
	w.AddSystem(&engo.RenderSystem{})
	w.AddSystem(&engo.MouseRotator{RotationSpeed: rotationSpeed})

	// Create a background; this way we'll see when we actually rotate
	demoutils.NewBackground(w, 300, worldHeight, color.RGBA{102, 153, 0, 255}, color.RGBA{102, 173, 0, 255})

	// Create a background; this way we'll see when we actually rotate
	bg2 := demoutils.NewBackground(w, 300, worldHeight, color.RGBA{102, 153, 0, 255}, color.RGBA{102, 173, 0, 255})
	bg2.SpaceComponent.Position.X = 500
}
Exemple #7
0
// Setup is called before the main loop is started
func (*DefaultScene) Setup(w *ecs.World) {
	engo.SetBackground(color.White)
	w.AddSystem(&engo.RenderSystem{})

	demoutils.NewBackground(w, worldWidth, worldHeight, color.RGBA{102, 153, 0, 255}, color.RGBA{102, 173, 0, 255})

	// We issue one camera zoom command at the start, but it takes a while to process because we set a duration
	engo.Mailbox.Dispatch(engo.CameraMessage{
		Axis:        engo.ZAxis,
		Value:       3, // so zooming out a lot
		Incremental: true,
		Duration:    time.Second * 5,
	})
}
Exemple #8
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func (*DefaultScene) Setup(w *ecs.World) {
	engo.SetBackground(color.White)

	// Add all of the systems
	w.AddSystem(&engo.RenderSystem{})
	w.AddSystem(&engo.CollisionSystem{})
	w.AddSystem(&DeathSystem{})
	w.AddSystem(&FallingSystem{})
	w.AddSystem(&ControlSystem{})
	w.AddSystem(&RockSpawnSystem{})

	texture := engo.Files.Image("icon.png")

	// Create an entity
	guy := Guy{BasicEntity: ecs.NewBasic()}

	// Initialize the components, set scale to 4x
	guy.RenderComponent = engo.RenderComponent{
		Drawable: texture,
		Scale:    engo.Point{4, 4},
	}
	guy.SpaceComponent = engo.SpaceComponent{
		Position: engo.Point{0, 0},
		Width:    texture.Width() * guy.RenderComponent.Scale.X,
		Height:   texture.Height() * guy.RenderComponent.Scale.Y,
	}
	guy.CollisionComponent = engo.CollisionComponent{
		Solid: true,
		Main:  true,
	}

	// Add it to appropriate systems
	for _, system := range w.Systems() {
		switch sys := system.(type) {
		case *engo.RenderSystem:
			sys.Add(&guy.BasicEntity, &guy.RenderComponent, &guy.SpaceComponent)
		case *engo.CollisionSystem:
			sys.Add(&guy.BasicEntity, &guy.CollisionComponent, &guy.SpaceComponent)
		case *ControlSystem:
			sys.Add(&guy.BasicEntity, &guy.SpaceComponent)
		}
	}
}
Exemple #9
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func (*DefaultScene) Setup(w *ecs.World) {
	engo.SetBackground(color.White)

	w.AddSystem(&engo.MouseSystem{})
	w.AddSystem(&engo.RenderSystem{})
	w.AddSystem(&ControlSystem{})

	// These are not required, but allow you to move / rotate and still see that it works
	w.AddSystem(&engo.MouseZoomer{-0.125})
	w.AddSystem(engo.NewKeyboardScroller(500, engo.DefaultHorizontalAxis, engo.DefaultVerticalAxis))
	w.AddSystem(&engo.MouseRotator{RotationSpeed: 0.125})

	// Retrieve a texture
	texture := engo.Files.Image("icon.png")

	// Create an entity
	guy := Guy{BasicEntity: ecs.NewBasic()}

	// Initialize the components, set scale to 8x
	guy.RenderComponent = engo.RenderComponent{
		Drawable: texture,
		Scale:    engo.Point{8, 8},
	}
	guy.SpaceComponent = engo.SpaceComponent{
		Position: engo.Point{200, 200},
		Width:    texture.Width() * guy.RenderComponent.Scale.X,
		Height:   texture.Height() * guy.RenderComponent.Scale.Y,
		Rotation: 90,
	}
	// guy.MouseComponent doesn't have to be set, because its default values will do

	// Add our guy to appropriate systems
	for _, system := range w.Systems() {
		switch sys := system.(type) {
		case *engo.RenderSystem:
			sys.Add(&guy.BasicEntity, &guy.RenderComponent, &guy.SpaceComponent)
		case *engo.MouseSystem:
			sys.Add(&guy.BasicEntity, &guy.MouseComponent, &guy.SpaceComponent, &guy.RenderComponent)
		case *ControlSystem:
			sys.Add(&guy.BasicEntity, &guy.MouseComponent)
		}
	}
}
Exemple #10
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func (*DefaultScene) Setup(w *ecs.World) {
	engo.SetBackground(color.White)

	w.AddSystem(&engo.AudioSystem{})
	w.AddSystem(&WhoopSystem{})

	whoop := Whoop{BasicEntity: ecs.NewBasic()}
	whoop.AudioComponent = engo.AudioComponent{File: "326488.wav", Repeat: true, Background: true, RawVolume: 1}

	// Let's add our whoop to the appropriate systems
	for _, system := range w.Systems() {
		switch sys := system.(type) {
		case *engo.AudioSystem:
			// Note we are giving a `nil` reference to the `SpeedComponent`. This is because the documentation of the
			// AudioSystem says the `SpeedComponent` is only required when `AudioComponent.Background` is `false`.
			// In our case, it is `true` (it's a background noise, i.e. not tied to a location in the game world),
			// so we can omit it.
			sys.Add(&whoop.BasicEntity, &whoop.AudioComponent, nil)
		}
	}
}
Exemple #11
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func (scene *DefaultScene) Setup(w *ecs.World) {
	engo.SetBackground(color.White)

	w.AddSystem(&engo.RenderSystem{})
	w.AddSystem(&engo.AnimationSystem{})
	w.AddSystem(&ControlSystem{})

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

	hero := scene.CreateEntity(&engo.Point{0, 0}, spriteSheet)

	// Add our hero to the appropriate systems
	for _, system := range w.Systems() {
		switch sys := system.(type) {
		case *engo.RenderSystem:
			sys.Add(&hero.BasicEntity, &hero.RenderComponent, &hero.SpaceComponent)
		case *engo.AnimationSystem:
			sys.Add(&hero.BasicEntity, &hero.AnimationComponent, &hero.RenderComponent)
		case *ControlSystem:
			sys.Add(&hero.BasicEntity, &hero.AnimationComponent)
		}
	}
}
Exemple #12
0
// Setup is called before the main loop is started
func (*DefaultScene) Setup(w *ecs.World) {
	engo.SetBackground(color.White)
	w.AddSystem(&engo.RenderSystem{})

	// Adding KeyboardScroller so we can actually see the difference between background and HUD when scrolling
	w.AddSystem(engo.NewKeyboardScroller(scrollSpeed, engo.DefaultHorizontalAxis, engo.DefaultVerticalAxis))
	w.AddSystem(&engo.MouseZoomer{zoomSpeed})

	// Create background, so we can see difference between this and HUD
	demoutils.NewBackground(w, worldWidth, worldHeight, color.RGBA{102, 153, 0, 255}, color.RGBA{102, 173, 0, 255})

	// Define parameters for the hud
	hudWidth := 200                       // Can be anything you want
	hudHeight := int(engo.WindowHeight()) // Can be anything you want

	// Generate something that uses the PriorityLevel HUDGround or up. We're giving the same color twice,
	// so it'll create one solid color.
	hudBg := demoutils.NewBackground(w, hudWidth, hudHeight, color.RGBA{255, 0, 255, 180}, color.RGBA{255, 0, 255, 180})

	// These adjustments are needed to transform it into a HUD:
	hudBg.RenderComponent.SetZIndex(1) // something bigger than default (0), so it'll be on top of the regular background
	hudBg.RenderComponent.SetShader(engo.HUDShader)
}
Exemple #13
0
func (pong *PongGame) Setup(w *ecs.World) {
	engo.SetBackground(color.Black)
	w.AddSystem(&engo.RenderSystem{})
	w.AddSystem(&engo.CollisionSystem{})
	w.AddSystem(&engo.MouseSystem{})
	w.AddSystem(&SpeedSystem{})
	w.AddSystem(&ControlSystem{})
	w.AddSystem(&BounceSystem{})
	w.AddSystem(&ScoreSystem{})

	basicFont = (&engo.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)
	}

	ballTexture := engo.Files.Image("ball.png")

	ball := Ball{BasicEntity: ecs.NewBasic()}
	ball.RenderComponent = engo.RenderComponent{
		Drawable: ballTexture,
		Scale:    engo.Point{2, 2},
	}
	ball.SpaceComponent = engo.SpaceComponent{
		Position: engo.Point{(engo.GameWidth() - ballTexture.Width()) / 2, (engo.GameHeight() - ballTexture.Height()) / 2},
		Width:    ballTexture.Width() * ball.RenderComponent.Scale.X,
		Height:   ballTexture.Height() * ball.RenderComponent.Scale.Y,
	}
	ball.CollisionComponent = engo.CollisionComponent{
		Main:  true,
		Solid: true,
	}
	ball.SpeedComponent = SpeedComponent{Point: engo.Point{300, 1000}}

	// Add our entity to the appropriate systems
	for _, system := range w.Systems() {
		switch sys := system.(type) {
		case *engo.RenderSystem:
			sys.Add(&ball.BasicEntity, &ball.RenderComponent, &ball.SpaceComponent)
		case *engo.CollisionSystem:
			sys.Add(&ball.BasicEntity, &ball.CollisionComponent, &ball.SpaceComponent)
		case *SpeedSystem:
			sys.Add(&ball.BasicEntity, &ball.SpeedComponent, &ball.SpaceComponent)
		case *BounceSystem:
			sys.Add(&ball.BasicEntity, &ball.SpeedComponent, &ball.SpaceComponent)
		}
	}

	score := Score{BasicEntity: ecs.NewBasic()}

	score.RenderComponent = engo.RenderComponent{Drawable: basicFont.Render(" ")}
	score.SpaceComponent = engo.SpaceComponent{
		Position: engo.Point{100, 100},
		Width:    100,
		Height:   100,
	}

	// Add our entity to the appropriate systems
	for _, system := range w.Systems() {
		switch sys := system.(type) {
		case *engo.RenderSystem:
			sys.Add(&score.BasicEntity, &score.RenderComponent, &score.SpaceComponent)
		case *ScoreSystem:
			sys.Add(&score.BasicEntity, &score.RenderComponent, &score.SpaceComponent)
		}
	}

	engo.Input.RegisterAxis("wasd", engo.AxisKeyPair{engo.W, engo.S})
	engo.Input.RegisterAxis("arrows", engo.AxisKeyPair{engo.ArrowUp, engo.ArrowDown})

	schemes := []string{"wasd", "arrows"}

	score.RenderComponent = engo.RenderComponent{Drawable: basicFont.Render(" ")}
	score.SpaceComponent = engo.SpaceComponent{
		Position: engo.Point{100, 100},
		Width:    100,
		Height:   100,
	}

	// Add our entity to the appropriate systems
	for _, system := range w.Systems() {
		switch sys := system.(type) {
		case *engo.RenderSystem:
			sys.Add(&score.BasicEntity, &score.RenderComponent, &score.SpaceComponent)
		case *ScoreSystem:
			sys.Add(&score.BasicEntity, &score.RenderComponent, &score.SpaceComponent)
		}
	}

	paddleTexture := engo.Files.Image("paddle.png")

	for i := 0; i < 2; i++ {
		paddle := Paddle{BasicEntity: ecs.NewBasic()}
		paddle.RenderComponent = engo.RenderComponent{
			Drawable: paddleTexture,
			Scale:    engo.Point{2, 2},
		}

		x := float32(0)
		if i != 0 {
			x = 800 - 16
		}

		paddle.SpaceComponent = engo.SpaceComponent{
			Position: engo.Point{x, (engo.GameHeight() - paddleTexture.Height()) / 2},
			Width:    paddle.RenderComponent.Scale.X * paddleTexture.Width(),
			Height:   paddle.RenderComponent.Scale.Y * paddleTexture.Height(),
		}
		paddle.ControlComponent = ControlComponent{Scheme: schemes[i]}
		paddle.CollisionComponent = engo.CollisionComponent{
			Main:  false,
			Solid: true,
		}

		// Add our entity to the appropriate systems
		for _, system := range w.Systems() {
			switch sys := system.(type) {
			case *engo.RenderSystem:
				sys.Add(&paddle.BasicEntity, &paddle.RenderComponent, &paddle.SpaceComponent)
			case *engo.CollisionSystem:
				sys.Add(&paddle.BasicEntity, &paddle.CollisionComponent, &paddle.SpaceComponent)
			case *ControlSystem:
				sys.Add(&paddle.BasicEntity, &paddle.ControlComponent, &paddle.SpaceComponent)
			}
		}
	}
}
Exemple #14
0
// Setup is called before the main loop is started
func (*DefaultScene) Setup(w *ecs.World) {
	engo.SetBackground(color.RGBA{55, 55, 55, 255})
	w.AddSystem(&engo.RenderSystem{})

	// Adding camera controllers so we can verify it doesn't break when we move
	w.AddSystem(engo.NewKeyboardScroller(scrollSpeed, engo.DefaultHorizontalAxis, engo.DefaultVerticalAxis))
	w.AddSystem(&engo.MouseZoomer{zoomSpeed})
	w.AddSystem(&engo.MouseRotator{RotationSpeed: 0.125})

	triangle1 := MyShape{BasicEntity: ecs.NewBasic()}
	triangle1.SpaceComponent = engo.SpaceComponent{Width: 100, Height: 100}
	triangle1.RenderComponent = engo.RenderComponent{Drawable: engo.Triangle{}, Color: color.RGBA{255, 0, 0, 255}}
	triangle1.RenderComponent.SetShader(engo.LegacyShader)

	for _, system := range w.Systems() {
		switch sys := system.(type) {
		case *engo.RenderSystem:
			sys.Add(&triangle1.BasicEntity, &triangle1.RenderComponent, &triangle1.SpaceComponent)
		}
	}

	rectangle1 := MyShape{BasicEntity: ecs.NewBasic()}
	rectangle1.SpaceComponent = engo.SpaceComponent{Position: engo.Point{100, 100}, Width: 100, Height: 100}
	rectangle1.RenderComponent = engo.RenderComponent{Drawable: engo.Rectangle{}, Color: color.RGBA{0, 255, 0, 255}}
	rectangle1.RenderComponent.SetShader(engo.LegacyShader)

	for _, system := range w.Systems() {
		switch sys := system.(type) {
		case *engo.RenderSystem:
			sys.Add(&rectangle1.BasicEntity, &rectangle1.RenderComponent, &rectangle1.SpaceComponent)
		}
	}

	circle1 := MyShape{BasicEntity: ecs.NewBasic()}
	circle1.SpaceComponent = engo.SpaceComponent{Position: engo.Point{200, 200}, Width: 100, Height: 100}
	circle1.RenderComponent = engo.RenderComponent{Drawable: engo.Circle{}, Color: color.RGBA{0, 0, 255, 255}}
	circle1.RenderComponent.SetShader(engo.LegacyShader)

	for _, system := range w.Systems() {
		switch sys := system.(type) {
		case *engo.RenderSystem:
			sys.Add(&circle1.BasicEntity, &circle1.RenderComponent, &circle1.SpaceComponent)
		}
	}

	triangle2 := MyShape{BasicEntity: ecs.NewBasic()}
	triangle2.SpaceComponent = engo.SpaceComponent{Position: engo.Point{300, 300}, Width: 100, Height: 100}
	triangle2.RenderComponent = engo.RenderComponent{Drawable: engo.Triangle{TriangleType: engo.TriangleRight}, Color: color.RGBA{255, 255, 0, 255}}
	triangle2.RenderComponent.SetShader(engo.LegacyShader)

	for _, system := range w.Systems() {
		switch sys := system.(type) {
		case *engo.RenderSystem:
			sys.Add(&triangle2.BasicEntity, &triangle2.RenderComponent, &triangle2.SpaceComponent)
		}
	}

	line1 := MyShape{BasicEntity: ecs.NewBasic()}
	line1.SpaceComponent = engo.SpaceComponent{Position: engo.Point{400, 400}, Width: 1, Height: 100}
	line1.RenderComponent = engo.RenderComponent{Drawable: engo.Rectangle{}, Color: color.RGBA{0, 255, 255, 255}}
	line1.RenderComponent.SetShader(engo.LegacyShader)

	for _, system := range w.Systems() {
		switch sys := system.(type) {
		case *engo.RenderSystem:
			sys.Add(&line1.BasicEntity, &line1.RenderComponent, &line1.SpaceComponent)
		}
	}

	complexTriangle1 := MyShape{BasicEntity: ecs.NewBasic()}
	complexTriangle1.SpaceComponent = engo.SpaceComponent{Position: engo.Point{500, 500}, Width: 100, Height: 100}
	complexTriangle1.RenderComponent = engo.RenderComponent{Drawable: engo.ComplexTriangles{
		Points: []engo.Point{
			{0.0, 0.0}, {1.0, 0.25}, {0.5, 0.5},
			{0.5, 0.5}, {1.0, 0.75}, {0.0, 1.0},
			{0.0, 0.0}, {0.5, 0.50}, {0.0, 1.0},
		}}, Color: color.RGBA{255, 0, 255, 255}}
	complexTriangle1.RenderComponent.SetShader(engo.LegacyShader)

	for _, system := range w.Systems() {
		switch sys := system.(type) {
		case *engo.RenderSystem:
			sys.Add(&complexTriangle1.BasicEntity, &complexTriangle1.RenderComponent, &complexTriangle1.SpaceComponent)
		}
	}

	triangle3 := MyShape{BasicEntity: ecs.NewBasic()}
	triangle3.SpaceComponent = engo.SpaceComponent{Position: engo.Point{23, 123}, Width: 50, Height: 50}
	triangle3.RenderComponent = engo.RenderComponent{Drawable: engo.Triangle{BorderWidth: 1, BorderColor: color.White}, Color: color.RGBA{255, 0, 0, 255}}
	triangle3.RenderComponent.SetShader(engo.LegacyShader)

	for _, system := range w.Systems() {
		switch sys := system.(type) {
		case *engo.RenderSystem:
			sys.Add(&triangle3.BasicEntity, &triangle3.RenderComponent, &triangle3.SpaceComponent)
		}
	}

	rectangle2 := MyShape{BasicEntity: ecs.NewBasic()}
	rectangle2.SpaceComponent = engo.SpaceComponent{Position: engo.Point{123, 223}, Width: 50, Height: 50}
	rectangle2.RenderComponent = engo.RenderComponent{Drawable: engo.Rectangle{BorderWidth: 1, BorderColor: color.White}, Color: color.RGBA{0, 255, 0, 255}}
	rectangle2.RenderComponent.SetShader(engo.LegacyShader)

	for _, system := range w.Systems() {
		switch sys := system.(type) {
		case *engo.RenderSystem:
			sys.Add(&rectangle2.BasicEntity, &rectangle2.RenderComponent, &rectangle2.SpaceComponent)
		}
	}

	circle2 := MyShape{BasicEntity: ecs.NewBasic()}
	circle2.SpaceComponent = engo.SpaceComponent{Position: engo.Point{223, 323}, Width: 50, Height: 50}
	circle2.RenderComponent = engo.RenderComponent{Drawable: engo.Circle{BorderWidth: 1, BorderColor: color.White}, Color: color.RGBA{0, 0, 255, 255}}
	circle2.RenderComponent.SetShader(engo.LegacyShader)

	for _, system := range w.Systems() {
		switch sys := system.(type) {
		case *engo.RenderSystem:
			sys.Add(&circle2.BasicEntity, &circle2.RenderComponent, &circle2.SpaceComponent)
		}
	}

	triangle4 := MyShape{BasicEntity: ecs.NewBasic()}
	triangle4.SpaceComponent = engo.SpaceComponent{Position: engo.Point{323, 423}, Width: 50, Height: 50}
	triangle4.RenderComponent = engo.RenderComponent{Drawable: engo.Triangle{TriangleType: engo.TriangleRight, BorderWidth: 1, BorderColor: color.White}, Color: color.RGBA{255, 255, 0, 255}}
	triangle4.RenderComponent.SetShader(engo.LegacyShader)

	for _, system := range w.Systems() {
		switch sys := system.(type) {
		case *engo.RenderSystem:
			sys.Add(&triangle4.BasicEntity, &triangle4.RenderComponent, &triangle4.SpaceComponent)
		}
	}

	complexTriangle2 := MyShape{BasicEntity: ecs.NewBasic()}
	complexTriangle2.SpaceComponent = engo.SpaceComponent{Position: engo.Point{523, 623}, Width: 50, Height: 50}
	complexTriangle2.RenderComponent = engo.RenderComponent{Drawable: engo.ComplexTriangles{
		BorderWidth: 1, BorderColor: color.White,
		Points: []engo.Point{
			{0.0, 0.0}, {1.0, 0.25}, {0.5, 0.5},
			{0.5, 0.5}, {1.0, 0.75}, {0.0, 1.0},
			{0.0, 0.0}, {0.5, 0.50}, {0.0, 1.0},
		}}, Color: color.RGBA{255, 0, 255, 255}}
	complexTriangle2.RenderComponent.SetShader(engo.LegacyShader)

	for _, system := range w.Systems() {
		switch sys := system.(type) {
		case *engo.RenderSystem:
			sys.Add(&complexTriangle2.BasicEntity, &complexTriangle2.RenderComponent, &complexTriangle2.SpaceComponent)
		}
	}
}