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A 2D-game in Go with engo, written during the tutorial sessions at engoengine.github.io

Home Page: https://engoengine.github.io

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trafficmanager's People

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etiennebruines avatar gitter-badger avatar jlaso avatar noofbiz avatar otraore avatar p-h avatar paked avatar

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trafficmanager's Issues

images MUST be in directory assets

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

Files.Add undefined

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?

Resolution

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.

Z-index of the markers higher than HUD

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?

engo.RenderComponent Undefined

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.

Tutorial X: the roads between the cities

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?

Tutorial needs update (also the repo)

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:

  • Step 1 related:
    • #4
    • #5
    • undefined: engo.RenderSystem
    • engo.Files.Image undefined (type *engo.Formats has no field or method Image)
    • undefined: engo.NewRenderComponent
    • undefined: engo.Keys
    • undefined: engo.MouseSystem
    • undefined: engo.MouseComponent
    • undefined: MouseTracker
    • RenderSystem should be added before MouseSystem EngoEngine/engo#318
    • undefined: engo.NewKeyboardScroller
    • too many arguments in call to common.NewKeyboardScroller

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