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var LuaLibSTD string
Functions ¶
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Types ¶
type EntityManager ¶
type EntityManager struct {
EntitiesMutex sync.Mutex
Entities entityMap
// contains filtered or unexported fields
}
func (*EntityManager) AddEntity ¶
func (em *EntityManager) AddEntity(e akara.EID)
func (*EntityManager) Init ¶
func (em *EntityManager) Init()
func (*EntityManager) IsInit ¶
func (em *EntityManager) IsInit() bool
func (*EntityManager) ProcessRemovalQueue ¶
func (em *EntityManager) ProcessRemovalQueue()
func (*EntityManager) RemoveEntity ¶
func (em *EntityManager) RemoveEntity(e akara.EID)
type SceneComponents ¶
type SceneComponents struct {
Animation animation.ComponentFactory
Camera camera.ComponentFactory
Color color.ComponentFactory
Debug debugging.ComponentFactory
FileLoadRequest fileLoadRequest.ComponentFactory
FileLoadResponse fileLoadResponse.ComponentFactory
FileType fileType.ComponentFactory
Fill fill.ComponentFactory
Font fontFace.ComponentFactory
HasChildren hasChildren.ComponentFactory
Opacity opacity.ComponentFactory
Stroke stroke.ComponentFactory
Origin origin.ComponentFactory
RenderTexture2D renderTexture.ComponentFactory
RenderOrder renderOrder.ComponentFactory
Size size.ComponentFactory
SceneGraphNode sceneGraphNode.ComponentFactory
Text text.ComponentFactory
Texture2D texture2D.ComponentFactory
Transform transform.ComponentFactory
UUID UUID.ComponentFactory
Viewport viewport.ComponentFactory
Audible audio.ComponentFactory
Interactive interactive.ComponentFactory
}
SceneComponents represents components that every scene has available
func (*SceneComponents) Init ¶
func (bc *SceneComponents) Init(w *akara.World)
Init initializes each component factory for the given world, putting the generic component factory inside of the concrete component factory
func (*SceneComponents) IsInit ¶
func (bc *SceneComponents) IsInit() bool
IsInit returns whether or not all of the basic component factories have been initialized
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