engoengine / trafficmanager Goto Github PK
View Code? Open in Web Editor NEWA 2D-game in Go with engo, written during the tutorial sessions at engoengine.github.io
Home Page: https://engoengine.github.io
A 2D-game in Go with engo, written during the tutorial sessions at engoengine.github.io
Home Page: https://engoengine.github.io
The tutorial text says re. the location of city.png :
directory, called assets (you can also name it res, or any name you like)
However the code does not work unless the directory is called assets :
Unable to load texture: resource not loaded by `FileLoader`: "textures/city.png"
panic: value method github.com/EngoEngine/engo/common.Texture.Width called using nil *Texture pointer
At the 01 step, there is a call to a function that doesn't exist.
engo.Files.Add undefined (type *engo.Formats has no field or method Add)
I guess it should be using Load
instead?
The resolution of the image is greater than the resolution of the created area. So, at start, the picture does not fit into the window.
If you put a marker on top of the HUD it appears in front of the HUD portion. The Z-index needs set properly for the marker and HUD. Maybe this should be a feature of the HUD shader to automatically set the Z-index to a really big number like 1000?
by including X & Y field names in engo.Point declarations (e.g. in traffic.go demo).
Position: engo.Point{X: 10, Y: 10},
Definitely a very minor issue, but it cost me a few minutes trying to find out what the error meant and how to fix it.
This should be renamed to LoadedSprite
In step 01, when setting the City struct
I get a: undefined: engo.RenderComponent
.
I guess it should be common.RenderComponent
and import "engo.io/engo/common"
right? The same for the SpaceComponent
.
So, at some point, it'd be nice to connect cities by means of roads.
The back-end knowledge is easy. Allow passengers to use those roads, also not much of a problem.
But I am wondering how to render the roads. I mean, we might have a road-texture (.png or something) which is 10 units long. If we wanted to create a road that's 100 units long, we somehow set OpenGL to repeat the texture (not sure how again? But I'm sure I can look that up). Or should we physically have 10 of those "10 units long" road-pieces (also in the game-logic), and let them be "connected"?
We would need rotation support, which will be added soon (I hope), if we want to add diagonal roads.
Thoughts? Any possible solutions? Any possible difficulties anyone foresees? @paked do you have anything to add on this?
I've been trying out the tutorial and been catching a lot of errors.
Maybe it is a breaking API?
Instead creating issues one by one, I decided to create this global issue because it seems that it won't be that few.
Anyway here is a subset of the errors that I've been getting:
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