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Golang ecs.World类代码示例

本文整理汇总了Golang中engo/io/ecs.World的典型用法代码示例。如果您正苦于以下问题:Golang World类的具体用法?Golang World怎么用?Golang World使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了World类的15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,您的评价将有助于系统推荐出更棒的Golang代码示例。

示例1: Setup

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)
		}
	}
}
开发者ID:matiwinnetou,项目名称:engi,代码行数:30,代码来源:hello.go

示例2: NewRock

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)
		}
	}
}
开发者ID:matiwinnetou,项目名称:engi,代码行数:26,代码来源:falling.go

示例3: Setup

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)
}
开发者ID:matiwinnetou,项目名称:engi,代码行数:7,代码来源:input.go

示例4: Setup

// 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})
}
开发者ID:matiwinnetou,项目名称:engi,代码行数:9,代码来源:zoom.go

示例5: Setup

// 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})
}
开发者ID:matiwinnetou,项目名称:engi,代码行数:11,代码来源:escroller.go

示例6: Setup

// 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})
}
开发者ID:matiwinnetou,项目名称:engi,代码行数:11,代码来源:kbscroller.go

示例7: New

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)
		}
	}
}
开发者ID:matiwinnetou,项目名称:engi,代码行数:11,代码来源:pong.go

示例8: Setup

// 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
}
开发者ID:matiwinnetou,项目名称:engi,代码行数:13,代码来源:rotation.go

示例9: Setup

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)
		}
	}
}
开发者ID:matiwinnetou,项目名称:engi,代码行数:34,代码来源:scenes.go

示例10: Setup

// 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,
	})
}
开发者ID:matiwinnetou,项目名称:engi,代码行数:15,代码来源:incrcamera.go

示例11: NewBackground

// 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
}
开发者ID:matiwinnetou,项目名称:engi,代码行数:43,代码来源:utils.go

示例12: Setup

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)
		}
	}
}
开发者ID:matiwinnetou,项目名称:engi,代码行数:23,代码来源:anim.go

示例13: Setup

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)
		}
	}
}
开发者ID:matiwinnetou,项目名称:engi,代码行数:21,代码来源:audio.go

示例14: Setup

// 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)
}
开发者ID:matiwinnetou,项目名称:engi,代码行数:24,代码来源:hud.go

示例15: Setup

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
//.........这里部分代码省略.........
开发者ID:matiwinnetou,项目名称:engi,代码行数:101,代码来源:pong.go


注:本文中的engo/io/ecs.World类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。