func (*DefaultScene) Setup(w *ecs.World) { engo.SetBackground(color.White) w.AddSystem(&engo.RenderSystem{}) // 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) } } }
func NewRock(world *ecs.World, position engo.Point) { texture := engo.Files.Image("rock.png") rock := Rock{BasicEntity: ecs.NewBasic()} rock.RenderComponent = engo.RenderComponent{ Drawable: texture, Scale: engo.Point{4, 4}, } rock.SpaceComponent = engo.SpaceComponent{ Position: position, Width: texture.Width() * rock.RenderComponent.Scale.X, Height: texture.Height() * rock.RenderComponent.Scale.Y, } rock.CollisionComponent = engo.CollisionComponent{Solid: true} for _, system := range world.Systems() { switch sys := system.(type) { case *engo.RenderSystem: sys.Add(&rock.BasicEntity, &rock.RenderComponent, &rock.SpaceComponent) case *engo.CollisionSystem: sys.Add(&rock.BasicEntity, &rock.CollisionComponent, &rock.SpaceComponent) case *FallingSystem: sys.Add(&rock.BasicEntity, &rock.SpaceComponent) } } }
func (*DefaultScene) Setup(w *ecs.World) { w.AddSystem(&engo.RenderSystem{}) w.AddSystem(&InputSystem{}) engo.Input.RegisterAxis("sideways", engo.AxisKeyPair{engo.A, engo.D}) engo.Input.RegisterButton("action", engo.Space, engo.Enter) }
// 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}) }
// 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}) }
// 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}) }
func (c *ControlSystem) New(w *ecs.World) { c.mouseTrackerBasic = ecs.NewBasic() c.mouseTrackerMouse.Track = true for _, system := range w.Systems() { switch sys := system.(type) { case *engo.MouseSystem: sys.Add(&c.mouseTrackerBasic, &c.mouseTrackerMouse, nil, nil) } } }
// 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 }
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) } } }
// 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, }) }
// NewBackground creates a background of colored tiles - might not be the most efficient way to do this // It gets added to the world as well, so we won't return anything. func NewBackground(world *ecs.World, width, height int, colorA, colorB color.Color) *Background { rect := image.Rect(0, 0, width, height) img := image.NewNRGBA(rect) for i := rect.Min.X; i < rect.Max.X; i++ { for j := rect.Min.Y; j < rect.Max.Y; j++ { if i%40 > 20 { if j%40 > 20 { img.Set(i, j, colorA) } else { img.Set(i, j, colorB) } } else { if j%40 > 20 { img.Set(i, j, colorB) } else { img.Set(i, j, colorA) } } } } bgTexture := engo.NewImageObject(img) bg := &Background{BasicEntity: ecs.NewBasic()} bg.RenderComponent = engo.RenderComponent{Drawable: engo.NewTexture(bgTexture)} bg.SpaceComponent = engo.SpaceComponent{ Position: engo.Point{0, 0}, Width: float32(width), Height: float32(height), } for _, system := range world.Systems() { switch sys := system.(type) { case *engo.RenderSystem: sys.Add(&bg.BasicEntity, &bg.RenderComponent, &bg.SpaceComponent) } } return bg }
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) } } }
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) } } }
// 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) }
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) } } } }
func (*DefaultScene) Setup(w *ecs.World) { w.AddSystem(&engo.RenderSystem{}) }
// 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) } } }
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) } } }
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) } } }