/ engine / components / powerup_state.go
powerup_state.go
 1  package components
 2  
 3  // PowerUpState tracks active power-ups and timers at the entity/world level
 4  type PowerUpState struct {
 5  	// Simple single-active map of power-up name to remaining time
 6  	RemainingByName map[string]float64
 7  }
 8  
 9  func NewPowerUpState() *PowerUpState {
10  	return &PowerUpState{RemainingByName: make(map[string]float64)}
11  }
12  
13  func (p *PowerUpState) GetType() string { return "PowerUpState" }