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Merge pull request #56 from EngoEngine/use-github-pages
replace instances of engo.io with github.com/EngoEngine/ in imports
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concepts/mobileBuilding.md

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@@ -81,7 +81,7 @@ package androidglue
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import (
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"github.com/Noofbiz/mousetests"
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"engo.io/engo"
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"github.com/EngoEngine/engo"
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)
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var running bool

index.html

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@@ -7,7 +7,7 @@ <h2>{{ title }}</h2>
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<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>
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<p><code>go get -u engo.io/engo</code></p>
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<p><code>go get -u github.com/EngoEngine/engo</code></p>
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<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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tutorials/_posts/2016-04-08-foreword.md

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@@ -64,12 +64,12 @@ basically the root of all your Go projects. Both of these are
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Within this `$GOPATH` directory, you will want to create a directory called `src`. What you want to do now, is open
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up a terminal / command prompt, go to this location (using the `cd` command), and then type in the following Go command:
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`go get -u engo.io/engo`
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`go get -u github.com/EngoEngine/engo`
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This tutorial series is built based on engo v1.0, and the master branch possibly contains API changes or other
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development changes that may not work exactly as stated in the tutorial. To ensure you're using v1.0, do
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`cd $GOPATH/src/engo.io/engo` and then checkout the right version with `git checkout v1.0`. This also depends
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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`.
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This tutorial series is built based on engo v1.0.4, and the master branch possibly contains API changes or other
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development changes that may not work exactly as stated in the tutorial. To ensure you're using v1.0.4, do
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`cd $GOPATH/src/github.com/EngoEngine/engo` and then checkout the right version with `git checkout v1.0.4`. This also depends
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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`.
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This command will fetch `engo` from the repository, including all its dependencies.
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tutorials/_posts/2016-04-09-hello-world.md

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@@ -52,8 +52,8 @@ The easiest way to output "Hello World" within `engo`, is by having this `traffi
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package main
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import (
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"engo.io/engo"
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"engo.io/ecs"
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"github.com/EngoEngine/engo"
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"github.com/EngoEngine/ecs"
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)
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type myScene struct {}
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#### Adding the System
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In order to add the `RenderSystem` to our `engo`-game, we want to add it within the `Setup` function of our `Scene`.
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`RenderSystem` is located in the engo.io/engo/common package, along with other frequently used systems.
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`RenderSystem` is located in the github.com/EngoEngine/engo/common package, along with other frequently used systems.
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{% highlight go %}
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import (
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"engo.io/ecs"
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"engo.io/engo"
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"engo.io/engo/common"
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"github.com/EngoEngine/ecs"
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"github.com/EngoEngine/engo"
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"github.com/EngoEngine/engo/common"
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)
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// Setup is called before the main loop starts. It allows you
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As you will see, this `City` struct (the 'Entity'), consists of one standard thing (`ecs.BasicEntity`, which provides
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a unique identifier), and two `Component`s: they are the only way you can pass information around different systems,
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like telling the `RenderSystem` what to render. The first (the `RenderComponent`) holds information about what to render
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(i.e. which texture), and the second (the `SpaceComponent`) holds information about *where* it should be rendered.
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(i.e. which texture), and the second (the `SpaceComponent`) holds information about *where* it should be rendered.
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In order to correctly instantiate, we need to ensure that `ecs.BasicEntity` is set to a new, unique identifier. We
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can do this by calling `ecs.NewBasic()` in our Setup function.
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can do this by calling `ecs.NewBasic()` in our Setup function.
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{% highlight go %}
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city := City{BasicEntity: ecs.NewBasic()}
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}
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{% endhighlight %}
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The `common.RenderComponent` is a bit tricky though, as it requires us to define a `Texture` to draw, and provide a `Scale`
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The `common.RenderComponent` is a bit tricky though, as it requires us to define a `Texture` to draw, and provide a `Scale`
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value (usually just `engo.Point{1, 1}`). The helper-function `common.LoadedSprite(url string)` will provide a
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reference to the sprite that was preloaded earlier during the `Preload()` function.
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}
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{% endhighlight %}
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What are we doing? We're looping over all known Systems, to see if one is of type `common.RenderSystem`. If that is the
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What are we doing? We're looping over all known Systems, to see if one is of type `common.RenderSystem`. If that is the
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case, we're using the RenderSystem-specific `Add` method to add our `City` to that system. This system requires three
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parameters: pointers to a `BasicEntity`, a `RenderComponent`, and a `SpaceComponent`. We have all
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of those, so we can easily do this. If we were to add our `City` to more systems, we could simply add additional
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`case` clauses here, and call the appropriate `Add` functions.
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`case` clauses here, and call the appropriate `Add` functions.
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If run our game (`go run traffic.go`), the result should look something like this:
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{% endhighlight %}
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>
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> We're using `color` now, so be sure to import `image/color` from the standard library. For our purposes,
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> this line of code should go somewhere within the `Setup` function, and preferably at the top. However,
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> this line of code should go somewhere within the `Setup` function, and preferably at the top. However,
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> it's not mandatory to put it there, and you can dynamically change the background color as you please.
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Now our game looks like this:

tutorials/_posts/2018-06-07-hud-text.md

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@@ -72,9 +72,9 @@ package systems
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import (
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"image/color"
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"engo.io/ecs"
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"engo.io/engo"
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"engo.io/engo/common"
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"github.com/EngoEngine/ecs"
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"github.com/EngoEngine/engo"
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"github.com/EngoEngine/engo/common"
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)
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// Text is an entity containing text printed to the screen

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