Documentation ¶
Index ¶
Constants ¶
const Actor = "actor"
name of the optional event target parameter
const Actors = "actors"
name of kind which incorporates the player
const CapturePattern = "capture"
predefined pattern for finding event targets
const Object = "event"
name of the event object variable the fields of the object are listed as Field constants
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type CancellationStatus ¶
type CancellationStatus int
traits controlling event processing higher numbers indicate a higher severity.
const ( // keep processing other handlers and other flows. ContinueNormally CancellationStatus = iota // continue normally // stops the current flow after other handlers finish. InterruptLater // interrupt later // stops the current flow without letting other handlers run. InterruptNow // interrupt now // stops all flows after the current flow. CancelLater // cancel later // stops all further processing. CancelNow // cancel now // NumStatus = iota )
func (CancellationStatus) String ¶
func (i CancellationStatus) String() string
type Phase ¶
type Phase int
the individual events raised for an action they are represented collectively by a "pattern set" each pattern in the set corresponding to a phase using naming convention and pattern sub-types to identify which is which.
phases are listed in call order
func (Phase) PatternName ¶
event phases are represented by separate patterns following a certain naming convention; each phase has a unique prefix followed by the name of the action; return that full, unique name: ex. "begin traveling"