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 (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) }