本文整理汇总了Golang中github.com/paked/engi/ecs.NewEntity函数的典型用法代码示例。如果您正苦于以下问题:Golang NewEntity函数的具体用法?Golang NewEntity怎么用?Golang NewEntity使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了NewEntity函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Golang代码示例。
示例1: Setup
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)
}
}
开发者ID:EtienneBruines,项目名称:engi,代码行数:57,代码来源:pong.go
示例2: Setup
func (game *Game) Setup(w *ecs.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 := ecs.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)
}
开发者ID:EtienneBruines,项目名称:engi,代码行数:29,代码来源:falling.go
示例3: generateBackground
// generateBackground creates a background of green tiles - might not be the most efficient way to do this
func generateBackground() *ecs.Entity {
rect := image.Rect(0, 0, int(worldWidth), int(worldHeight))
img := image.NewNRGBA(rect)
c1 := color.RGBA{102, 153, 0, 255}
c2 := color.RGBA{102, 173, 0, 255}
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, c1)
} else {
img.Set(i, j, c2)
}
} else {
if j%40 > 20 {
img.Set(i, j, c2)
} else {
img.Set(i, j, c1)
}
}
}
}
bgTexture := engi.NewImageObject(img)
field := ecs.NewEntity([]string{"RenderSystem"})
fieldRender := engi.NewRenderComponent(engi.NewTexture(bgTexture), engi.Point{1, 1}, "Background1")
fieldRender.SetPriority(engi.Background)
fieldSpace := &engi.SpaceComponent{engi.Point{0, 0}, worldWidth, worldHeight}
field.AddComponent(fieldRender)
field.AddComponent(fieldSpace)
return field
}
开发者ID:EtienneBruines,项目名称:engi,代码行数:32,代码来源:escroller.go
示例4: CreateEntity
func (game *GameWorld) CreateEntity() *ecs.Entity {
entity := ecs.NewEntity([]string{"MouseSystem", "RenderSystem", "ControlSystem"})
entity.AddComponent(generateBackground())
entity.AddComponent(&engi.MouseComponent{})
entity.AddComponent(&engi.SpaceComponent{engi.Point{0, 0}, boxWidth, boxHeight})
return entity
}
开发者ID:EtienneBruines,项目名称:engi,代码行数:9,代码来源:mouse.go
示例5: Setup
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)
}
开发者ID:EtienneBruines,项目名称:engi,代码行数:11,代码来源:audio.go
示例6: BenchmarkEntity1000
// BenchmarkEntity1000 creates 1000 `Entity`s which all depend on the `NilSystem`
func BenchmarkEntity1000(b *testing.B) {
const count = 1000
preload := func() {}
setup := func(w *ecs.World) {
w.AddSystem(&NilSystem{})
for i := 0; i < count; i++ {
w.AddEntity(ecs.NewEntity([]string{"NilSystem"}))
}
}
Bench(b, preload, setup)
}
开发者ID:EtienneBruines,项目名称:engi,代码行数:13,代码来源:benchmarks_test.go
示例7: CreateEntity
func (game *GameWorld) CreateEntity(point *engi.Point, spriteSheet *engi.Spritesheet, action *engi.AnimationAction) *ecs.Entity {
entity := ecs.NewEntity([]string{"AnimationSystem", "RenderSystem", "ControlSystem"})
space := &engi.SpaceComponent{*point, 150, 150}
render := engi.NewRenderComponent(spriteSheet.Cell(action.Frames[0]), engi.Point{3, 3}, "hero")
animation := engi.NewAnimationComponent(spriteSheet.Drawables(), 0.1)
animation.AddAnimationActions(actions)
animation.SelectAnimationByAction(action)
entity.AddComponent(render)
entity.AddComponent(space)
entity.AddComponent(animation)
return entity
}
开发者ID:EtienneBruines,项目名称:engi,代码行数:14,代码来源:anim.go
示例8: NewRock
func NewRock(position engi.Point) *ecs.Entity {
rock := ecs.NewEntity([]string{"RenderSystem", "FallingSystem", "CollisionSystem", "SpeedSystem"})
texture := engi.Files.Image("rock.png")
render := engi.NewRenderComponent(texture, engi.Point{4, 4}, "rock")
space := &engi.SpaceComponent{position, texture.Width() * render.Scale().X, texture.Height() * render.Scale().Y}
collision := &engi.CollisionComponent{Solid: true}
rock.AddComponent(render)
rock.AddComponent(space)
rock.AddComponent(collision)
return rock
}
开发者ID:EtienneBruines,项目名称:engi,代码行数:14,代码来源:falling.go
示例9: generateHUDBackground
// generateHUDBackground creates a violet HUD on the left side of the screen - might be inefficient
func generateHUDBackground(width, height float32) *ecs.Entity {
rect := image.Rect(0, 0, int(width), int(height))
img := image.NewNRGBA(rect)
c1 := color.RGBA{255, 0, 255, 180}
for i := rect.Min.X; i < rect.Max.X; i++ {
for j := rect.Min.Y; j < rect.Max.Y; j++ {
img.Set(i, j, c1)
}
}
bgTexture := engi.NewImageObject(img)
field := ecs.NewEntity([]string{"RenderSystem"})
fieldRender := engi.NewRenderComponent(engi.NewTexture(bgTexture), engi.Point{1, 1}, "HUDBackground1")
fieldRender.SetPriority(hudBackgroundPriority)
fieldSpace := &engi.SpaceComponent{engi.Point{-1, -1}, width, height}
field.AddComponent(fieldRender)
field.AddComponent(fieldSpace)
return field
}
开发者ID:EtienneBruines,项目名称:engi,代码行数:19,代码来源:hud.go
示例10: Setup
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)
}
开发者ID:EtienneBruines,项目名称:engi,代码行数:21,代码来源:tilemap.go
示例11: Setup
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)
}
开发者ID:EtienneBruines,项目名称:engi,代码行数:22,代码来源:hide.go
示例12: Setup
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)
}
开发者ID:EtienneBruines,项目名称:engi,代码行数:23,代码来源:entity.go
示例13: Setup
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)
}
开发者ID:EtienneBruines,项目名称:engi,代码行数:23,代码来源:scenes.go
示例14: New
func (c *Calibrate) New(w *ecs.World) {
ActiveCalibrateSystem = c
c.System = ecs.NewSystem()
c.World = w
var err error
c.Connection, err = gobci.Connect("")
if err != nil {
log.Fatal(err)
}
err = c.Connection.FlushData()
if err != nil {
log.Fatal("FlushData error: ", err)
}
// Get latest header info
c.Header, err = c.Connection.GetHeader()
if err != nil {
log.Fatal("GetHeader error: ", err)
}
for i := uint32(0); i < c.Header.NChannels; i++ {
e := ecs.NewEntity([]string{c.Type(), "RenderSystem"})
espace := &engi.SpaceComponent{engi.Point{0, float32(i * (3*dpi + 10))}, 0, 0}
e.AddComponent(espace)
if c.Visualize {
e.AddComponent(&CalibrateComponent{i})
}
c.AddEntity(e)
c.World.AddEntity(e)
}
}
开发者ID:EtienneBruines,项目名称:bcigame,代码行数:36,代码来源:calibrate.go
示例15: New
func (s *SceneSwitcherSystem) New(*ecs.World) {
s.System = ecs.NewSystem()
s.System.AddEntity(ecs.NewEntity([]string{s.Type()}))
}
开发者ID:EtienneBruines,项目名称:engi,代码行数:4,代码来源:scenes.go
示例16: New
func (f *FPS) New(w *ecs.World) {
f.System = ecs.NewSystem()
f.World = w
f.AddEntity(ecs.NewEntity([]string{f.Type()}))
}
开发者ID:EtienneBruines,项目名称:bcigame,代码行数:6,代码来源:fps.go
示例17: New
func (m *Menu) New(w *ecs.World) {
m.System = ecs.NewSystem()
m.World = w
specificLevel := &MenuItem{Text: "Play specific level ..."}
callbackGenerator := func(l *Level) func() {
msg := MazeMessage{LevelName: l.Name}
return func() {
engi.SetSceneByName("BCIGame", true)
engi.Mailbox.Dispatch(msg)
}
}
specificLevel.Callback = func() {
specificLevel.SubItems = make([]*MenuItem, 0)
for _, l := range ActiveMazeSystem.levels {
specificLevel.SubItems = append(specificLevel.SubItems, &MenuItem{Text: l.Name,
Callback: callbackGenerator(&l)})
}
}
e := ecs.NewEntity([]string{m.Type()})
m.AddEntity(e)
m.items = []*MenuItem{
{Text: "Random Level", Callback: func() {
engi.SetSceneByName("BCIGame", true)
}},
specificLevel,
{Text: "Start Experiment", Callback: func() {
engi.SetSceneByName("BCIGame", true)
var msg MazeMessage
if rand.Intn(2) == 0 {
msg.Sequence = SequenceAscending
} else {
msg.Sequence = SequenceDescending
}
engi.Mailbox.Dispatch(msg)
}},
{Text: "Calibrate", Callback: func() {
engi.SetSceneByName("CalibrateScene", false)
}},
{Text: "Exit", Callback: func() {
engi.Exit()
}},
}
// TODO: handle resizing of window
menuWidth := (engi.Width() - 2*menuPadding)
m.focusBackground = helpers.GenerateSquareComonent(
MenuColorItemBackgroundFocus, MenuColorItemBackgroundFocus,
menuWidth-2*menuItemPadding, menuItemHeight,
engi.HUDGround+2,
)
m.defaultBackground = helpers.GenerateSquareComonent(
MenuColorItemBackground, MenuColorItemBackground,
menuWidth-2*menuItemPadding, menuItemHeight,
engi.HUDGround+2,
)
m.openMenu()
}
开发者ID:EtienneBruines,项目名称:bcigame,代码行数:66,代码来源:menu.go
示例18: openMenu
func (m *Menu) openMenu() {
m.menuFocus = 0
// Create the visual menu
// - background
backgroundWidth := engi.Width()
backgroundHeight := engi.Height()
menuBackground := helpers.GenerateSquare(
MenuColorBackground, MenuColorBackground,
backgroundWidth, backgroundHeight,
0, 0,
engi.HUDGround,
"AudioSystem",
)
//menuBackground.AddComponent(&engi.UnpauseComponent{})
menuBackground.AddComponent(&engi.AudioComponent{File: "click_x.wav", Repeat: false, Background: true})
m.menuEntities = append(m.menuEntities, menuBackground)
m.World.AddEntity(menuBackground)
// - box
menuWidth := (engi.Width() - 2*menuPadding)
menuHeight := (engi.Height() - 2*menuPadding)
menuEntity := helpers.GenerateSquare(
MenuColorBox, MenuColorBox,
menuWidth, menuHeight,
menuPadding, menuPadding,
engi.HUDGround+1,
)
//menuEntity.AddComponent(&engi.UnpauseComponent{})
m.menuEntities = append(m.menuEntities, menuEntity)
m.World.AddEntity(menuEntity)
// - items - font
itemFont := (&engi.Font{URL: "Roboto-Regular.ttf", Size: 64, FG: MenuColorItemForeground})
if err := itemFont.CreatePreloaded(); err != nil {
log.Fatalln("Could not load font:", err)
}
labelFontScale := float32(36 / itemFont.Size)
// - items - entities
offsetY := float32(menuPadding + menuItemPadding)
var itemList []*MenuItem
if m.itemSelected == nil {
itemList = m.items
} else {
itemList = m.itemSelected.SubItems
}
for itemID, item := range itemList {
item.menuBackground = ecs.NewEntity([]string{"RenderSystem"})
if itemID == m.menuFocus {
item.menuBackground.AddComponent(m.focusBackground)
} else {
item.menuBackground.AddComponent(m.defaultBackground)
}
item.menuBackground.AddComponent(&engi.SpaceComponent{
engi.Point{menuItemOffsetX, offsetY}, menuWidth - 2*menuItemPadding, menuItemHeight})
//item.menuBackground.AddComponent(&engi.UnpauseComponent{})
m.menuEntities = append(m.menuEntities, item.menuBackground)
m.World.AddEntity(item.menuBackground)
item.menuLabel = ecs.NewEntity([]string{"RenderSystem"})
menuItemLabelRender := &engi.RenderComponent{
Display: itemFont.Render(item.Text),
Scale: engi.Point{labelFontScale, labelFontScale},
Transparency: 1,
Color: color.RGBA{255, 255, 255, 255},
}
menuItemLabelRender.SetPriority(engi.HUDGround + 3)
item.menuLabel.AddComponent(menuItemLabelRender)
item.menuLabel.AddComponent(&engi.SpaceComponent{
Position: engi.Point{
menuItemOffsetX + (menuItemHeight-float32(itemFont.Size)*labelFontScale)/2,
offsetY + menuItemFontPadding + (menuItemHeight-float32(itemFont.Size)*labelFontScale)/2,
}})
//item.menuLabel.AddComponent(&engi.UnpauseComponent{})
m.menuEntities = append(m.menuEntities, item.menuLabel)
m.World.AddEntity(item.menuLabel)
offsetY += menuItemHeight + menuItemPadding
}
m.menuActive = true
}
开发者ID:EtienneBruines,项目名称:bcigame,代码行数:87,代码来源:menu.go
示例19: GenerateSquare
// GenerateSquare creates a square, alternating two colors, with given size and priority level
func GenerateSquare(c1, c2 color.NRGBA, w, h float32, offX, offY float32, priority engi.PriorityLevel, requirements ...string) *ecs.Entity {
field := ecs.NewEntity(append([]string{"RenderSystem"}, requirements...))
field.AddComponent(GenerateSquareComonent(c1, c2, w, h, priority))
field.AddComponent(&engi.SpaceComponent{engi.Point{offX, offY}, w, h})
return field
}
开发者ID:EtienneBruines,项目名称:bcigame,代码行数:7,代码来源:bg.go
示例20: initialize
func (m *Maze) initialize(level string) {
m.active = true
if len(level) == 0 {
switch m.sequence {
case SequenceAscending:
if m.sequenceIndex >= len(m.levels) {
return // we're done
}
m.currentLevel = m.levels[m.sequenceIndex]
m.sequenceIndex++
case SequenceDescending:
if m.sequenceIndex < 0 {
return // we're done
}
m.currentLevel = m.levels[m.sequenceIndex]
m.sequenceIndex--
case SequenceNone:
m.currentLevel = NewRandomLevel(randomMinWidth, randomMaxWidth, randomMinHeight, randomMaxHeight)
}
} else {
for lvlId := range m.levels {
if m.levels[lvlId].Name == level {
m.currentLevel = m.levels[lvlId].Copy()
break
}
}
}
if m.currentLevel.ID == emptyLevel.ID {
if len(m.levels) > 0 {
m.currentLevel = m.levels[rand.Intn(len(m.levels))].Copy()
} else {
return
}
}
if ActiveCalibrateSystem != nil {
ActiveCalibrateSystem.Connection.PutEvent("Started Level", m.currentLevel.Name)
}
// Create world
engi.WorldBounds.Max = engi.Point{float32(m.currentLevel.Width) * tileWidth, float32(m.currentLevel.Height) * tileHeight}
engi.Mailbox.Dispatch(engi.CameraMessage{engi.XAxis, float32(m.currentLevel.Width) * tileWidth / 2, false})
engi.Mailbox.Dispatch(engi.CameraMessage{engi.YAxis, float32(m.currentLevel.Height) * tileHeight / 2, false})
// Initialize the tiles
m.currentLevel.GridEntities = make([][]*ecs.Entity, len(m.currentLevel.Grid))
for rowNumber, tileRow := range m.currentLevel.Grid {
m.currentLevel.GridEntities[rowNumber] = make([]*ecs.Entity, len(tileRow))
for columnNumber, tile := range tileRow {
e := ecs.NewEntity([]string{"RenderSystem"})
e.AddComponent(&engi.SpaceComponent{engi.Point{float32(columnNumber) * tileWidth, float32(rowNumber) * tileHeight}, tileWidth, tileHeight})
switch tile {
case TilePlayer:
// set player location
m.currentLevel.PlayerX, m.currentLevel.PlayerY = columnNumber, rowNumber
fallthrough
case TileBlank:
e.AddComponent(tileBlank)
case TileWall:
e.AddComponent(tileWall)
case TileGoal:
e.AddComponent(tileGoal)
case TileRoute:
e.AddComponent(tileRoute)
case TileError:
e.AddComponent(tileRoute)
case TileHiddenError:
e.AddComponent(tileBlank)
}
m.currentLevel.GridEntities[rowNumber][columnNumber] = e
m.World.AddEntity(e)
}
}
// Draw the player
m.playerEntity = ecs.NewEntity([]string{"RenderSystem", "MovementSystem", m.Type()})
m.playerEntity.AddComponent(tilePlayer)
m.playerEntity.AddComponent(&engi.SpaceComponent{engi.Point{float32(m.currentLevel.PlayerX) * tileWidth, float32(m.currentLevel.PlayerY) * tileHeight}, tileWidth, tileHeight})
m.World.AddEntity(m.playerEntity)
// Initialize the controller
m.Controller.New()
}
开发者ID:EtienneBruines,项目名称:bcigame,代码行数:88,代码来源:maze.go
注:本文中的github.com/paked/engi/ecs.NewEntity函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
请发表评论