goku
goku game engine_en
goku game engine_en
  • Chapter 1: Introduction to SDL2, Rust, and goku
  • Chapter2: The Base Structure: SpriteSheet
  • Chapter 3: Animated Textures
  • Chapter 4: Handling Textures: TextureManager
  • Chapter 5: Bringing Textures to Life: GameObject
  • Chapter 6: The Foundation: Tile System
  • Chapter 7: Moving the View: Camera
  • Chapter 8: Particle System
  • Chapter 9: The User Interface Layer
  • Chapter 10: The Button Element
  • Chapter 11: The Text Box Element
  • Chapter 12: The Checkbox Element
  • Chapter 13: The Slider Element
  • Chapter 14: The Audio System
  • Chapter 15: The AI System
  • Chapter 16: The Window System
  • Chapter 17: User Input Handling
  • Chapter 18: Rendering a Parallax Background
  • Chapter 19: Timing and Frame Rate Management
  • Chapter 20: Conclusion
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Chapter 5: Bringing Textures to Life: GameObject

GameObject is the primary entity structure used to represent all interactive objects in a game, from player characters to enemies or interactive environment elements. It comprises both static and dynamic properties.

  • texture_manager_anim: Handles the animation of the GameObject, controlling the visual representation.

  • position: The current position of the GameObject within the game world.

  • collider: A geometric shape representing the GameObject's physical presence for collision detection.

  • rigid_body: Contains physical properties such as mass, velocity, and acceleration to facilitate physics-based movement and interaction.

  • behaviour_tree_node: It is used for implementing complex AI behaviour.

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Last updated 1 year ago