Documentation ¶
Overview ¶
The chipmunk package allows using the Chipmunk physical engine in a game. TODO: manage disabled objects.
Index ¶
Constants ¶
This section is empty.
Variables ¶
View Source
var Gravity goz.Vector2 = goz.Vector2{0, -9.8}
Functions ¶
func NewRigidBody ¶
func NewShapeBox ¶
func NewShapeCircle ¶
func NewStaticBody ¶
Types ¶
type RigidBody ¶
type RigidBody struct {
// contains filtered or unexported fields
}
func (*RigidBody) Start ¶
func (rbody *RigidBody) Start(gameObject *goz.GameObject)
func (*RigidBody) Update ¶
func (rbody *RigidBody) Update(gameObject *goz.GameObject)
type ShapeBox ¶
type ShapeBox struct {
// contains filtered or unexported fields
}
func (*ShapeBox) Start ¶
func (box *ShapeBox) Start(gameObject *goz.GameObject)
func (*ShapeBox) Update ¶
func (box *ShapeBox) Update(gameObject *goz.GameObject)
type ShapeCircle ¶
type ShapeCircle struct {
// contains filtered or unexported fields
}
func (*ShapeCircle) GetAttr ¶
func (circle *ShapeCircle) GetAttr(attr string) (interface{}, error)
func (*ShapeCircle) SetAttr ¶
func (circle *ShapeCircle) SetAttr(attr string, value interface{}) error
func (*ShapeCircle) Start ¶
func (circle *ShapeCircle) Start(gameObject *goz.GameObject)
func (*ShapeCircle) Update ¶
func (circle *ShapeCircle) Update(gameObject *goz.GameObject)
type StaticBody ¶
type StaticBody struct {
// contains filtered or unexported fields
}
func (*StaticBody) GetType ¶
func (sbody *StaticBody) GetType() string
func (*StaticBody) Start ¶
func (sbody *StaticBody) Start(gameObject *goz.GameObject)
func (*StaticBody) Update ¶
func (sbody *StaticBody) Update(gameObject *goz.GameObject)
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