Documentation ¶
Index ¶
Constants ¶
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const ( CreepSnowblower = iota + 1 CreepSmallRock CreepMediumRock CreepLargeRock )
Variables ¶
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var CreepBulletComponentID = ECS.NewComponentID()
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var CreepComponentID = ECS.NewComponentID()
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var PlayerBulletComponentID = ECS.NewComponentID()
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var PositionComponentID = ECS.NewComponentID()
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var RailComponentID = ECS.NewComponentID()
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var SpriteComponentID = ECS.NewComponentID()
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var VelocityComponentID = ECS.NewComponentID()
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var WeaponComponentID = ECS.NewComponentID()
Functions ¶
This section is empty.
Types ¶
type CreepBulletComponent ¶
type CreepBulletComponent struct {
Invulnerable bool // Invulnerable to hazards
}
func CreepBullet ¶
func CreepBullet(ctx *gohan.Context) *CreepBulletComponent
func (*CreepBulletComponent) ComponentID ¶
func (p *CreepBulletComponent) ComponentID() gohan.ComponentID
type CreepComponent ¶
type CreepComponent struct { Type int Active bool Health int FireAmount int FireRate int // In ticks FireTicks int //Ticks until next action Movement int Movements [][3]float64 // X, Y, pre-delay in ticks MovementTicks int // Ticks until next action DamageTicks int Rand *rand.Rand }
func Creep ¶
func Creep(ctx *gohan.Context) *CreepComponent
func (*CreepComponent) ComponentID ¶
func (p *CreepComponent) ComponentID() gohan.ComponentID
type PlayerBulletComponent ¶
type PlayerBulletComponent struct { }
func PlayerBullet ¶
func PlayerBullet(ctx *gohan.Context) *PlayerBulletComponent
func (*PlayerBulletComponent) ComponentID ¶
func (p *PlayerBulletComponent) ComponentID() gohan.ComponentID
type PositionComponent ¶
type PositionComponent struct {
X, Y float64
}
func Position ¶
func Position(ctx *gohan.Context) *PositionComponent
func (*PositionComponent) ComponentID ¶
func (p *PositionComponent) ComponentID() gohan.ComponentID
type RailComponent ¶
type RailComponent struct { }
func Rail ¶
func Rail(ctx *gohan.Context) *RailComponent
func (*RailComponent) ComponentID ¶
func (p *RailComponent) ComponentID() gohan.ComponentID
type SpriteComponent ¶
type SpriteComponent struct { Image *ebiten.Image HorizontalFlip bool VerticalFlip bool DiagonalFlip bool // TODO unimplemented Angle float64 Overlay *ebiten.Image OverlayX, OverlayY float64 // Overlay offset Frame int Frames []*ebiten.Image FrameTime time.Duration LastFrame time.Time NumFrames int DamageTicks int OverrideColorScale bool ColorScale float64 }
func Sprite ¶
func Sprite(ctx *gohan.Context) *SpriteComponent
func (*SpriteComponent) ComponentID ¶
func (p *SpriteComponent) ComponentID() gohan.ComponentID
type VelocityComponent ¶
type VelocityComponent struct {
X, Y float64
}
func Velocity ¶
func Velocity(ctx *gohan.Context) *VelocityComponent
func (*VelocityComponent) ComponentID ¶
func (c *VelocityComponent) ComponentID() gohan.ComponentID
type WeaponComponent ¶
type WeaponComponent struct { Equipped bool Damage int // In ticks FireRate int NextFire int BulletSpeed float64 }
func Weapon ¶
func Weapon(ctx *gohan.Context) *WeaponComponent
func (*WeaponComponent) ComponentID ¶
func (p *WeaponComponent) ComponentID() gohan.ComponentID
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