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replace instances of engo.io with github.com/EngoEngine/ in imports
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Noofbiz committed Apr 6, 2019
1 parent 609017f commit 8f4d74c
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2 changes: 1 addition & 1 deletion concepts/mobileBuilding.md
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Expand Up @@ -81,7 +81,7 @@ package androidglue
import (
"github.com/Noofbiz/mousetests"

"engo.io/engo"
"github.com/EngoEngine/engo"
)

var running bool
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2 changes: 1 addition & 1 deletion index.html
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Expand Up @@ -7,7 +7,7 @@ <h2>{{ title }}</h2>

<p>Engo is an open-source 2D game engine written in <a href="https://golang.org" target="_blank">Go</a>. It uses the Entity-Component-System paradigm. The code is available on <a href="https://github.com/EngoEngine/engo" target="_blank">GitHub</a>. If you encounter any problems, find any bugs, or want to request a feature, you can <a href="https://github.com/EngoEngine/engo/issues/new" target="_blank">open an issue</a> or chat with us on <a href="https://gitter.im/EngoEngine/engo">gitter</a>. </p>

<p><code>go get -u engo.io/engo</code></p>
<p><code>go get -u github.com/EngoEngine/engo</code></p>

<p>We're currently still developing this website (it's on <a href="https://github.com/EngoEngine/engoengine.github.io" target="_blank">GitHub</a> too!), so please be patient while we begin to fill it out. Ideas and content requests can be filed <a href="https://github.com/EngoEngine/engoengine.github.io/issues/new" target="_blank">here</a>. </p>

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10 changes: 5 additions & 5 deletions tutorials/_posts/2016-04-08-foreword.md
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Expand Up @@ -64,12 +64,12 @@ basically the root of all your Go projects. Both of these are

Within this `$GOPATH` directory, you will want to create a directory called `src`. What you want to do now, is open
up a terminal / command prompt, go to this location (using the `cd` command), and then type in the following Go command:
`go get -u engo.io/engo`
`go get -u github.com/EngoEngine/engo`

This tutorial series is built based on engo v1.0, and the master branch possibly contains API changes or other
development changes that may not work exactly as stated in the tutorial. To ensure you're using v1.0, do
`cd $GOPATH/src/engo.io/engo` and then checkout the right version with `git checkout v1.0`. This also depends
on using v1.0 of ecs, so also do `cd $GOPATH/src/engo.io/ecs` and then checkout the right version with `git checkout v1.0`.
This tutorial series is built based on engo v1.0.4, and the master branch possibly contains API changes or other
development changes that may not work exactly as stated in the tutorial. To ensure you're using v1.0.4, do
`cd $GOPATH/src/github.com/EngoEngine/engo` and then checkout the right version with `git checkout v1.0.4`. This also depends
on using v1.0.3 of ecs, so also do `cd $GOPATH/src/github.com/EngoEngine/ecs` and then checkout the right version with `git checkout v1.0.3`.

This command will fetch `engo` from the repository, including all its dependencies.

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24 changes: 12 additions & 12 deletions tutorials/_posts/2016-04-09-hello-world.md
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Expand Up @@ -52,8 +52,8 @@ The easiest way to output "Hello World" within `engo`, is by having this `traffi
package main

import (
"engo.io/engo"
"engo.io/ecs"
"github.com/EngoEngine/engo"
"github.com/EngoEngine/ecs"
)

type myScene struct {}
Expand Down Expand Up @@ -140,13 +140,13 @@ about the modularity of the entities.

#### Adding the System
In order to add the `RenderSystem` to our `engo`-game, we want to add it within the `Setup` function of our `Scene`.
`RenderSystem` is located in the engo.io/engo/common package, along with other frequently used systems.
`RenderSystem` is located in the github.com/EngoEngine/engo/common package, along with other frequently used systems.

{% highlight go %}
import (
"engo.io/ecs"
"engo.io/engo"
"engo.io/engo/common"
"github.com/EngoEngine/ecs"
"github.com/EngoEngine/engo"
"github.com/EngoEngine/engo/common"
)

// Setup is called before the main loop starts. It allows you
Expand Down Expand Up @@ -177,10 +177,10 @@ type City struct {
As you will see, this `City` struct (the 'Entity'), consists of one standard thing (`ecs.BasicEntity`, which provides
a unique identifier), and two `Component`s: they are the only way you can pass information around different systems,
like telling the `RenderSystem` what to render. The first (the `RenderComponent`) holds information about what to render
(i.e. which texture), and the second (the `SpaceComponent`) holds information about *where* it should be rendered.
(i.e. which texture), and the second (the `SpaceComponent`) holds information about *where* it should be rendered.

In order to correctly instantiate, we need to ensure that `ecs.BasicEntity` is set to a new, unique identifier. We
can do this by calling `ecs.NewBasic()` in our Setup function.
can do this by calling `ecs.NewBasic()` in our Setup function.

{% highlight go %}
city := City{BasicEntity: ecs.NewBasic()}
Expand All @@ -198,7 +198,7 @@ city.SpaceComponent = common.SpaceComponent{
}
{% endhighlight %}

The `common.RenderComponent` is a bit tricky though, as it requires us to define a `Texture` to draw, and provide a `Scale`
The `common.RenderComponent` is a bit tricky though, as it requires us to define a `Texture` to draw, and provide a `Scale`
value (usually just `engo.Point{1, 1}`). The helper-function `common.LoadedSprite(url string)` will provide a
reference to the sprite that was preloaded earlier during the `Preload()` function.

Expand Down Expand Up @@ -229,11 +229,11 @@ for _, system := range world.Systems() {
}
{% endhighlight %}

What are we doing? We're looping over all known Systems, to see if one is of type `common.RenderSystem`. If that is the
What are we doing? We're looping over all known Systems, to see if one is of type `common.RenderSystem`. If that is the
case, we're using the RenderSystem-specific `Add` method to add our `City` to that system. This system requires three
parameters: pointers to a `BasicEntity`, a `RenderComponent`, and a `SpaceComponent`. We have all
of those, so we can easily do this. If we were to add our `City` to more systems, we could simply add additional
`case` clauses here, and call the appropriate `Add` functions.
`case` clauses here, and call the appropriate `Add` functions.

If run our game (`go run traffic.go`), the result should look something like this:

Expand All @@ -258,7 +258,7 @@ common.SetBackground(color.White)
{% endhighlight %}
>
> We're using `color` now, so be sure to import `image/color` from the standard library. For our purposes,
> this line of code should go somewhere within the `Setup` function, and preferably at the top. However,
> this line of code should go somewhere within the `Setup` function, and preferably at the top. However,
> it's not mandatory to put it there, and you can dynamically change the background color as you please.
Now our game looks like this:
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6 changes: 3 additions & 3 deletions tutorials/_posts/2018-06-07-hud-text.md
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Expand Up @@ -72,9 +72,9 @@ package systems
import (
"image/color"

"engo.io/ecs"
"engo.io/engo"
"engo.io/engo/common"
"github.com/EngoEngine/ecs"
"github.com/EngoEngine/engo"
"github.com/EngoEngine/engo/common"
)

// Text is an entity containing text printed to the screen
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