entities.systems
A global table for entity systems to live in.
entities.systems_call(fname,...)
Call the named function on any systems that currently exist. For instance entities.systems_call("load") is used at the bottom of this file to prepare graphics of registered systems.
entities.systems.donut
donut = entities.systems.donut.add(opts)
Add an donut.
entities.systems.horde
The invading horde
entities.systems.invader
an invader
entities.systems.item
item = entities.systems.item.add()
items, can be used for general things, EG physics shapes with no special actions
entities.systems.level
entities.systems.level.setup(level)
reset and setup everything for this level idx
entities.systems.menu
menu = entities.systems.menu.setup()
Create a displayable and controllable menu system that can be fed chat data for user display.
After setup, provide it with menu items to display using menu.show(items) then call update and draw each frame.
entities.systems.missile
a missile
entities.systems.npc
npc = entities.systems.npc.add(opts)
Add an npc.
entities.systems.player
entities.systems.player.controls(it,fast)
Handle player style movement, so we can reuse this code for player style monsters. it is a player or monster, fast lets us tweak the speed and defaults to 1
movement controls are set in it
it.move which is "left" or "right" to move left or right it.jump which is true if we should jump
entities.systems.score
score = entities.systems.score.setup()
Create entity that handles the score hud update and display
entities.systems.space
space = entities.systems.space.setup()
Create the space that simulates all of the physics.
entities.systems.stars
The stars
entities.systems.tile
setup background tile graphics
entities.systems.yarn
Handle the main yarn setup update and draw.