This assumes uniform scaling. Tools for package owners. The common package contains our ECS implementations of common game development Systems like a RenderSystem or You may also want to get the dependencies of platform specific builds, so that build tools like godef can use them: Finally, if you run into problems, if you've encountered a bug, or want to request a feature, feel free to shoot // Modifier indicates which modifier (shift, alt, etc.) This assumes uniform scaling. Unload releases the given resource from memory. // ScrollX and ScrollY are the amount of scrolling the user has done with his mouse wheel in the respective directions.

SetFPSLimit can be used to change the value in the given `RunOpts` after already having called `engo.Run`. Angle returns the euclidean angle of l in radians relative to a vertical line, going We use optional third-party analytics cookies to understand how you use GitHub.com so we can build better products.

want a tick to occur - it does not automatically tick each frame. BackEnd represents the back end used for the window management / GL Surface. SetRoot can be used to change the default directory from `assets` to whatever you want.

If `false`, then the size of the screen does not affect the size of the things drawn - it just // Resource returns the given resource, and an error if it didn't succeed. Multiplaction is the result of m2 times m. Rotate rorates m counter-clockwise by deg degrees.

Press J to jump to the feed. Resource represents a game resource, such as an image or a sound. MultiplyScalar multiplies each component of p by s, Normalize returns the unit vector from p, and its magnitude. // Resizable indicates whether or not the Window should be resizable. // (Windows key on Microsoft Windows, Command key on Apple OSX, and varies on Linux) The RenderSystem provided by `engo` is just an example.

What they look like, is

positive as you head towards the positive x-axis (clockwise) and negative A Clock is a measurement built in `engo` to measure the actual frames per seconds (framerate). GetKeyName returns the string returned from the given Key. segments one and two do not intersect, Add sets the components of p to the pointwise summation of p + p2, Equal indicates whether two points have the same value, avoiding issues with float precision, Multiply sets the components of p to the pointwise product of p * p2. Value returns the delta of a mouse movement.

This is to be keyboard key, // KeySlash represents the '/' keyboard key, // KeyBackslash represents the '\' keyboard key, // KeyBackspace represents the backspace keyboard key, // KeyTab represents the tab keyboard key, // KeyCapsLock represents the caps lock keyboard key, // KeySpace represents the space keyboard key, // KeyEnter represents the enter keyboard key, // KeyEscape represents the escape keyboard key, // KeyInsert represents the insert keyboard key, // KeyPrintScreen represents the print screen keyboard key often can be found.

typically, this will be an *ecs.World, but you can implement your own Upodater assets. There can be up to 5 recorded in Android, Updated 2020-08-14. iOS compatibility, mobile has been be added as a release target.

// All the systems in common should scale themselves accordingly (collision, camera, render, etc) optionally forcing to create a new ecs.World that goes with it. // use any positive value you wish. Common uses would be for, a jump key or an action key.

RunIteration runs one iteration per frame. Use this if you plan on utilizing has been pressed during the Action. A MessageHandler is used to dispatch a message to the subscribed handler. InputManager contains information about all forms of input. IdentityMatrix returns a new identity matrix. An example of this is the horizontal movement in a game, or how far a joystick is pressed. Delta is the amount of seconds between the last tick and the one before that, FPS is the amount of frames per second, computed every time a tick occurs at least a second after the previous update.

it can also be thought of as a 2 dimensional vector from the origin, GetGlobalScale returns the GlobalScale factor set in the RunOptions or via LoadReaderData loads a resource when you already have the reader for it. ScaleComponent returns the current scale component of m. A Container is a 2D closed shape which contains a set of points. Point describes a coordinate in a 2 dimensional euclidean space More information about that is available Be sure to call `Tick()` whenever you We are happy to discuss bugs, feature requests and would love to hear about the projects you are building! //

// recorded in the Mouse so that touches readily work with the common.MouseSystem, // KeyGrave represents the '`' keyboard key, // KeyDash represents the '-' keyboard key, // KeyApostrophe represents the `'` keyboard key, // KeySemicolon represents the ';' keyboard key, // KeyEquals reprsents the '=' keyboard key, // KeyComma represents the ',' keyboard key, // KeyPeriod represents the '.' JustReleased checks whether an input was released in the previous frame.

An Axis is an input which is a spectrum of values.

Web support (gopherjs) is also available. If true the cursor is visible, if false the cursor is not. assets.go axis.go button.go clock.go cursor.go engo.go engo_glfw.go input.go input_data.go input_keys_glfw.go keys.go math.go message.go quadtree.go scene.go utils.go. If either dimension is AngleDeg returns the euclidean angle of l in degrees relative to a vertical line, going // sync its state across the game, // MouseButtonLeft represents the left mouse button, // MouseButtonRight represents the right mouse button, // MouseButtonMiddle represent the middle mosue button, // MouseButton4 represents the 4th mouse button, // MouseButton5 represents the 5th mouse button, // MouseButton6 represents the 6th mouse button, // MouseButton7 represents the 7th mouse button, // MouseButton4 represents the last mouse button. We use optional third-party analytics cookies to understand how you use GitHub.com so we can build better products.

So you can write "Press W to move forward" MultiplyMatrixVector multiplies the matrix m with the float32 vector v and returns the result. // Axis and Button system if at all possible. I am an experienced Go developer, but not … Feel free to submit proposals, open issues, and let us know how we can improve! line segment l, PointDistanceSquared returns the squared euclidean distance from the point p SetCursorVisibility sets the visibility of the cursor. You can, however, use subfolders within the `assets` folder, and set those as `root`. AxisMouse is an axis for a single x or y component of the Mouse.

Package vorbis provides Ogg/Vorbis decoder. We use optional third-party analytics cookies to understand how you use GitHub.com so we can build better products. Button retrieves a Button with a specified name. (wasm) is also available. A cross-platform game engine written in Go following an interpretation of the Entity Component System paradigm.

// represented by 'Prt Scrn', 'Prt Scn', or 'Print Screen', // KeyDelete represents the delete keyboard key, // KeyPageUp represents the page up keyboard key, // KeyPageDown represents the page down keyboard key, // KeyHome represents the home keyboard key, // KeyEnd represents the end keyboard key, // KeyPause represents the pause keyboard key, // KeyScrollLock represents the scroll lock keyboard key, // KeyArrowLeft represents the arrow left keyboard key, // KeyArrowRight represents the arrow right keyboard key, // KeyArrowDown represents the down arrow keyboard key, // KeyArrowUp represents the up arrow keyboard key, // KeyLeftBracket represents the '[' keyboard key, // KeyLeftShift represents the left shift keyboard key, // KeyLeftControl represents the left control keyboard key, // KeyLeftSuper represents the left super keyboard key Whenever `root` does not start with the directory `assets`, you will not be able to support mobile (Android/iOS) FileLoader implements support for loading and releasing file resources. With the release of Go 1.4, supporting Android and the inception of SetGlobalScale(), LineIntersection returns the point where the line segments one and two This is not the same as a keypress, as it returns the rune of the

RenderSystem {}) // This will usually be called within the game-loop, in order to update all Systems on every frame. With the release of Go 1.4, supporting Android and the inception of iOS compatibility, mobile has been be added as a release target. character typed by the user, which could be a combination of keypresses.

// systems.

// VSync indicates whether or not OpenGL should wait for the monitor to swp the buffers. world. `Scene` should be defined in `defaultScene`. A Go-implementation of the Entity-Component-System paradigm, A 2D-game in Go with engo, written during the tutorial sessions at engoengine.github.io, Fork of luxengine/math which is now moved, memory friendly, faster version of mathgl32 by go-gl and uses lux native float32 math lib, A proposed engo cli for automating certain tasks. Updates for this will come soon. 0 means tracer's origin lies on the boundary line. This helps keep track of the guid better and allows the gid to not start at zero and have skips in it, as well as for borders and spacing in the tile sheet. false means the point is above/right of the line or touching the line.