Documentation ¶
Index ¶
Constants ¶
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const ( BtnRandomFace = input.NumButtons + 1 + iota BtnRandomDirection BtnRandomEither )
Variables ¶
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var Abilities [numAbilities]Ability = [...]Ability{ AbilityNone: {}, AbilityBeeBasic: { SelfCommand: ActionCommand{ Type: CommandRange, InitialTimer: 70, MinBarPos: 25, MaxBarPos: 70, BarWidth: 25, BarSpeed: 2, }, }, AbilityBeetleBasic: { SelfCommand: ActionCommand{ Type: CommandHold, InitialTimer: 20, NumPips: 4, PressKey: input.BtnDown, }, }, AbilityMothBasic: { SelfCommand: ActionCommand{ Type: CommandReveal, InitialTimer: 25, PressKey: BtnRandomFace, NumPips: 4, }, }, AbilityTornadoToss: { SelfCommand: ActionCommand{ Type: CommandMultiRange, NumPips: 3, MinBarPos: 1.25, }, }, AbilityHurricaneToss: { SelfCommand: ActionCommand{ Type: CommandMash, InitialTimer: 235, PressKey: input.BtnLeft, Alternating: true, BuildRate: 6, DecayRate: 0.25, }, }, AbilitySecretStash: {}, AbilityNeedleToss: {}, AbilityNeedlePincer: {}, AbilityHeavyThrow: {}, AbilitySharingStash: {}, AbilityTaunt: {}, AbilityHeavyStrike: {}, AbilityPepTalk: {}, AbilityDashThrough: {}, AbilityUnderStrike: {}, AbilityPebbleToss: {}, AbilityBoulderToss: {}, AbilityIcefall: {}, AbilityFrigidCoffin: {}, AbilityBubbleShieldLite: {}, AbilityBubbleShield: {}, AbilityIceRain: {}, AbilityChargeUp: {}, AbilityChargeUpPlus: {}, AbilityEmpower: {}, AbilityEmpowerPlus: {}, AbilityFortify: {}, AbilityFortifyPlus: {}, AbilityEnfeeble: {}, AbilityEnfeeblePlus: {}, AbilityBreak: {}, AbilityBreakPlus: {}, AbilityCleanse: {}, AbilitySturdy: {}, AbilityHardCharge: {}, AbilityRoyalDecree: {}, AbilityFrozenDrill: {}, AbilityFlyDrop: {}, AbilityFrostRelay: {}, AbilityFrostBowling: {}, AbilityLongLegs: {}, AbilityBite: { SelfCommand: ActionCommand{ Type: CommandButton, InitialTimer: 60, PressKey: BtnRandomFace, }, }, }
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var Characters [numCharacters]CharacterDef = [...]CharacterDef{ CharacterTanjerin: { Name: "Tanjerin", Anim: [...]AnimationDef{ AnimStateIdle: basicAnimation(sprites.BattleTanjerin1), AnimStateBlock: basicAnimation(sprites.TanjerinBlock1), AnimStateAttacking: basicAnimation(sprites.TanjerinAttacking1), AnimStateAtkHit: basicAnimation(sprites.TanjerinAtkHit1), AnimStateAtkFail: basicAnimation(sprites.TanjerinAtkFail1), }, BaseHP: 99, }, CharacterPurple: { Name: "Purple", Anim: [...]AnimationDef{ AnimStateIdle: basicAnimation(sprites.Purple1), AnimStateBlock: basicAnimation(sprites.PurpleBlock1), AnimStateAttacking: basicAnimation(sprites.PurpleAttacking1), AnimStateAtkHit: basicAnimation(sprites.PurpleAtkHit1), AnimStateAtkFail: basicAnimation(sprites.PurpleAtkFail1), }, Attack: AbilityBeeBasic, BaseHP: 7, }, CharacterCaillou: { Name: "Caillou", Anim: [...]AnimationDef{ AnimStateIdle: basicAnimation(sprites.Caillou1), AnimStateBlock: basicAnimation(sprites.CaillouBlock1), AnimStateAttacking: basicAnimation(sprites.CaillouAttacking1), AnimStateAtkHit: basicAnimation(sprites.CaillouAtkHit1), AnimStateAtkFail: basicAnimation(sprites.CaillouAtkFail1), }, Attack: AbilityBeetleBasic, BaseHP: 9, }, CharacterEric: { Name: "Eric", Anim: [...]AnimationDef{ AnimStateIdle: basicAnimation(sprites.Eric1), AnimStateBlock: basicAnimation(sprites.EricBlock1), AnimStateAttacking: basicAnimation(sprites.EricAttacking1), AnimStateAtkHit: basicAnimation(sprites.EricAtkHit1), AnimStateAtkFail: basicAnimation(sprites.EricAtkFail1), }, Attack: AbilityMothBasic, BaseHP: 7, }, CharacterBitey: { Name: "Bitey", Anim: [...]AnimationDef{ AnimStateIdle: basicAnimation(sprites.Bitey1), AnimStateBlock: basicAnimation(sprites.BiteyBlock1), AnimStateAttacking: basicAnimation(sprites.BiteyAttacking1), AnimStateAtkHit: basicAnimation(sprites.BiteyAtkHit1), AnimStateAtkFail: basicAnimation(sprites.BiteyAtkFail1), }, Attack: AbilityBite, NoHP: true, Last: true, }, }
Functions ¶
This section is empty.
Types ¶
type Ability ¶
type Ability struct { SelfCommand ActionCommand OpponentCommand ActionCommand }
type AbilityType ¶
type AbilityType uint64
const ( AbilityNone AbilityType = iota AbilityBeeBasic AbilityBeetleBasic AbilityMothBasic AbilityTornadoToss AbilityHurricaneToss AbilitySecretStash AbilityNeedleToss AbilityNeedlePincer AbilityHeavyThrow AbilitySharingStash AbilityTaunt AbilityHeavyStrike AbilityPepTalk AbilityDashThrough AbilityUnderStrike AbilityPebbleToss AbilityBoulderToss AbilityIcefall AbilityFrigidCoffin AbilityBubbleShieldLite AbilityBubbleShield AbilityIceRain AbilityChargeUp AbilityChargeUpPlus AbilityEmpower AbilityEmpowerPlus AbilityFortify AbilityFortifyPlus AbilityEnfeeble AbilityEnfeeblePlus AbilityBreak AbilityBreakPlus AbilityCleanse AbilitySturdy AbilityHardCharge AbilityRoyalDecree AbilityFrozenDrill AbilityFlyDrop AbilityFrostRelay AbilityFrostBowling AbilityLongLegs AbilityBite )
func (AbilityType) String ¶
func (i AbilityType) String() string
type ActionCommand ¶
type ActionCommand struct { Type ActionCommandType InitialTimer int32 Timer int32 NumPips int32 Alternating bool Hidden bool PressKey input.Button MinBarPos float32 MaxBarPos float32 BarPos float32 BarWidth float32 BarSpeed float32 BuildRate float32 DecayRate float32 }
func (*ActionCommand) ModifyForPlayer ¶
func (c *ActionCommand) ModifyForPlayer(p *Player)
type ActionCommandType ¶
type ActionCommandType uint64
const ( CommandNone ActionCommandType = iota CommandButton CommandMash CommandMultiRange CommandRange CommandHold CommandReveal CommandSequence CommandSpy )
func (ActionCommandType) String ¶
func (i ActionCommandType) String() string
type AnimationDef ¶
type AnimationDef struct { ResetFrame uint64 Frames []AnimationFrameDef }
type AnimationFrameDef ¶
type Character ¶
type Character struct { Type CharacterType Anim AnimState Frame uint64 HP uint64 MaxHP uint64 }
type CharacterDef ¶
type CharacterDef struct { Name string Anim [numAnimStates]AnimationDef BaseHP uint64 Attack AbilityType NoHP bool Last bool }
type CharacterType ¶
type CharacterType uint64
const ( CharacterTanjerin CharacterType = iota CharacterPurple CharacterCaillou CharacterEric CharacterBitey )
func (CharacterType) String ¶
func (i CharacterType) String() string
type Side ¶
type Side struct { TP uint64 NoInput uint8 Block uint8 BtnConsumed [input.NumButtons]uint64 Characters [4]*Character }
func (*Side) CharacterCount ¶
func (*Side) RenderAway ¶
func (*Side) RenderHome ¶
type State ¶
func (*State) OnRollback ¶
func (s *State) OnRollback()
func (*State) Update ¶
func (s *State) Update(p1, p2 rollback.InputFrame)
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