Entity Component System framework for Ebitengine
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//go:build example
// +build example
package system
import (
"code.rocketnine.space/tslocum/gohan"
"code.rocketnine.space/tslocum/gohan/examples/twinstick/component"
"github.com/hajimehoshi/ebiten/v2"
)
type movementInputSystem struct {
Velocity *component.Velocity
Weapon *component.Weapon
}
func NewMovementInputSystem() *movementInputSystem {
return &movementInputSystem{}
}
func (s *movementInputSystem) Update(entity gohan.Entity) error {
if ebiten.IsKeyPressed(ebiten.KeyA) {
s.Velocity.X -= 0.5
if s.Velocity.X < -5 {
s.Velocity.X = -5
}
}
if ebiten.IsKeyPressed(ebiten.KeyD) {
s.Velocity.X += 0.5
if s.Velocity.X > 5 {
s.Velocity.X = 5
}
}
if ebiten.IsKeyPressed(ebiten.KeyW) {
s.Velocity.Y -= 0.5
if s.Velocity.Y < -5 {
s.Velocity.Y = -5
}
}
if ebiten.IsKeyPressed(ebiten.KeyS) {
s.Velocity.Y += 0.5
if s.Velocity.Y > 5 {
s.Velocity.Y = 5
}
}
return nil
}
func (s *movementInputSystem) Draw(_ gohan.Entity, _ *ebiten.Image) error {
return gohan.ErrUnregister
}