sound

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Published: Apr 29, 2024 License: MIT Imports: 2 Imported by: 0

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Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type AnvilBreak

type AnvilBreak struct {
	// contains filtered or unexported fields
}

AnvilBreak is played when an anvil is broken.

func (AnvilBreak) Play

func (AnvilBreak) Play(*world.World, mgl64.Vec3)

Play ...

type AnvilLand

type AnvilLand struct {
	// contains filtered or unexported fields
}

AnvilLand is played when an anvil lands on the ground.

func (AnvilLand) Play

func (AnvilLand) Play(*world.World, mgl64.Vec3)

Play ...

type AnvilUse

type AnvilUse struct {
	// contains filtered or unexported fields
}

AnvilUse is played when an anvil is used.

func (AnvilUse) Play

func (AnvilUse) Play(*world.World, mgl64.Vec3)

Play ...

type ArrowHit

type ArrowHit struct {
	// contains filtered or unexported fields
}

ArrowHit is a sound played when an arrow hits ground.

func (ArrowHit) Play

func (ArrowHit) Play(*world.World, mgl64.Vec3)

Play ...

type Attack

type Attack struct {
	// Damage specifies if the attack actually dealt damage to the other entity. If set to false, the sound
	// will be different from when set to true.
	Damage bool
	// contains filtered or unexported fields
}

Attack is a sound played when an entity, most notably a player, attacks another entity.

func (Attack) Play

func (Attack) Play(*world.World, mgl64.Vec3)

Play ...

type BarrelClose

type BarrelClose struct {
	// contains filtered or unexported fields
}

BarrelClose is played when a barrel is closed.

func (BarrelClose) Play

func (BarrelClose) Play(*world.World, mgl64.Vec3)

Play ...

type BarrelOpen

type BarrelOpen struct {
	// contains filtered or unexported fields
}

BarrelOpen is played when a barrel is opened.

func (BarrelOpen) Play

func (BarrelOpen) Play(*world.World, mgl64.Vec3)

Play ...

type BlastFurnaceCrackle

type BlastFurnaceCrackle struct {
	// contains filtered or unexported fields
}

BlastFurnaceCrackle is a sound played every one to five seconds from a blast furnace.

func (BlastFurnaceCrackle) Play

func (BlastFurnaceCrackle) Play(*world.World, mgl64.Vec3)

Play ...

type BlockBreaking

type BlockBreaking struct {
	// Block is the block which is being broken, for which a sound should be played. The sound played depends
	// on the block type.
	Block world.Block
	// contains filtered or unexported fields
}

BlockBreaking is a sound sent continuously while a player is breaking a block.

func (BlockBreaking) Play

func (BlockBreaking) Play(*world.World, mgl64.Vec3)

Play ...

type BlockPlace

type BlockPlace struct {
	// Block is the block which is placed, for which a sound should be played. The sound played depends on
	// the block type.
	Block world.Block
	// contains filtered or unexported fields
}

BlockPlace is a sound sent when a block is placed.

func (BlockPlace) Play

func (BlockPlace) Play(*world.World, mgl64.Vec3)

Play ...

type BowShoot

type BowShoot struct {
	// contains filtered or unexported fields
}

BowShoot is a sound played when a bow is shot.

func (BowShoot) Play

func (BowShoot) Play(*world.World, mgl64.Vec3)

Play ...

type BucketEmpty

type BucketEmpty struct {
	// Liquid is the liquid that the bucket places into the world.
	Liquid world.Liquid
	// contains filtered or unexported fields
}

BucketEmpty is a sound played when a bucket with a liquid in it is placed into the world.

func (BucketEmpty) Play

func (BucketEmpty) Play(*world.World, mgl64.Vec3)

Play ...

type BucketFill

type BucketFill struct {
	// Liquid is the liquid that the bucket is filled up with.
	Liquid world.Liquid
	// contains filtered or unexported fields
}

BucketFill is a sound played when a bucket is filled using a liquid source block from the world.

func (BucketFill) Play

func (BucketFill) Play(*world.World, mgl64.Vec3)

Play ...

type Burning

type Burning struct {
	// contains filtered or unexported fields
}

Burning is a sound played when an entity is on fire.

func (Burning) Play

func (Burning) Play(*world.World, mgl64.Vec3)

Play ...

type Burp

type Burp struct {
	// contains filtered or unexported fields
}

Burp is a sound played when a player finishes eating an item.

func (Burp) Play

func (Burp) Play(*world.World, mgl64.Vec3)

Play ...

type ChestClose

type ChestClose struct {
	// contains filtered or unexported fields
}

ChestClose is played when a chest is closed.

func (ChestClose) Play

func (ChestClose) Play(*world.World, mgl64.Vec3)

Play ...

type ChestOpen

type ChestOpen struct {
	// contains filtered or unexported fields
}

ChestOpen is played when a chest is opened.

func (ChestOpen) Play

func (ChestOpen) Play(*world.World, mgl64.Vec3)

Play ...

type Click

type Click struct {
	// contains filtered or unexported fields
}

Click is a clicking sound.

func (Click) Play

func (Click) Play(*world.World, mgl64.Vec3)

Play ...

type ComposterEmpty

type ComposterEmpty struct {
	// contains filtered or unexported fields
}

ComposterEmpty is a sound played when a composter has been emptied.

func (ComposterEmpty) Play

func (ComposterEmpty) Play(*world.World, mgl64.Vec3)

Play ...

type ComposterFill

type ComposterFill struct {
	// contains filtered or unexported fields
}

ComposterFill is a sound played when a composter has been filled, but not gone up a layer.

func (ComposterFill) Play

func (ComposterFill) Play(*world.World, mgl64.Vec3)

Play ...

type ComposterFillLayer

type ComposterFillLayer struct {
	// contains filtered or unexported fields
}

ComposterFillLayer is a sound played when a composter has been filled and gone up a layer.

func (ComposterFillLayer) Play

func (ComposterFillLayer) Play(*world.World, mgl64.Vec3)

Play ...

type ComposterReady

type ComposterReady struct {
	// contains filtered or unexported fields
}

ComposterReady is a sound played when a composter has produced bone meal and is ready to be collected.

func (ComposterReady) Play

func (ComposterReady) Play(*world.World, mgl64.Vec3)

Play ...

type Deny

type Deny struct {
	// contains filtered or unexported fields
}

Deny is a sound played when a block is placed or broken above a 'Deny' block from Education edition.

func (Deny) Play

func (Deny) Play(*world.World, mgl64.Vec3)

Play ...

type DiscType

type DiscType struct {
	// contains filtered or unexported fields
}

DiscType represents the type of music disc. Typically, Minecraft has a total of 15 music discs.

func Disc11

func Disc11() DiscType

Disc11 returns the music disc "11".

func Disc13

func Disc13() DiscType

Disc13 returns the music disc "13".

func Disc5

func Disc5() DiscType

Disc5 returns the music disc "5".

func DiscBlocks

func DiscBlocks() DiscType

DiscBlocks returns the music disc "blocks".

func DiscCat

func DiscCat() DiscType

DiscCat returns the music disc "cat".

func DiscChirp

func DiscChirp() DiscType

DiscChirp returns the music disc "chirp".

func DiscFar

func DiscFar() DiscType

DiscFar returns the music disc "far".

func DiscMall

func DiscMall() DiscType

DiscMall returns the music disc "mall".

func DiscMellohi

func DiscMellohi() DiscType

DiscMellohi returns the music disc "mellohi".

func DiscOtherside

func DiscOtherside() DiscType

DiscOtherside returns the music disc "otherside".

func DiscPigstep

func DiscPigstep() DiscType

DiscPigstep returns the music disc "Pigstep".

func DiscRelic

func DiscRelic() DiscType

DiscRelic returns the music disc "Relic".

func DiscStal

func DiscStal() DiscType

DiscStal returns the music disc "stal".

func DiscStrad

func DiscStrad() DiscType

DiscStrad returns the music disc "strad".

func DiscWait

func DiscWait() DiscType

DiscWait returns the music disc "wait".

func DiscWard

func DiscWard() DiscType

DiscWard returns the music disc "ward".

func MusicDiscs

func MusicDiscs() []DiscType

MusicDiscs returns a list of all existing music discs.

func (DiscType) Author

func (d DiscType) Author() string

Author ...

func (DiscType) DisplayName

func (d DiscType) DisplayName() string

DisplayName ...

func (DiscType) String

func (d DiscType) String() string

String ...

func (DiscType) Uint8

func (d DiscType) Uint8() uint8

Uint8 converts the disc to an integer that uniquely identifies its type.

type DoorClose

type DoorClose struct {
	// Block is the block which is being closed, for which a sound should be played. The sound played depends on the
	// block type.
	Block world.Block
	// contains filtered or unexported fields
}

DoorClose is a sound played when a door is closed.

func (DoorClose) Play

func (DoorClose) Play(*world.World, mgl64.Vec3)

Play ...

type DoorCrash

type DoorCrash struct {
	// contains filtered or unexported fields
}

DoorCrash is a sound played when a door is forced open.

func (DoorCrash) Play

func (DoorCrash) Play(*world.World, mgl64.Vec3)

Play ...

type DoorOpen

type DoorOpen struct {
	// Block is the block which is being opened, for which a sound should be played. The sound played depends on the
	// block type.
	Block world.Block
	// contains filtered or unexported fields
}

DoorOpen is a sound played when a door is opened.

func (DoorOpen) Play

func (DoorOpen) Play(*world.World, mgl64.Vec3)

Play ...

type Drowning

type Drowning struct {
	// contains filtered or unexported fields
}

Drowning is a sound played when an entity is drowning in water.

func (Drowning) Play

func (Drowning) Play(*world.World, mgl64.Vec3)

Play ...

type EnderChestClose

type EnderChestClose struct {
	// contains filtered or unexported fields
}

EnderChestClose is played when a ender chest is closed.

func (EnderChestClose) Play

func (EnderChestClose) Play(*world.World, mgl64.Vec3)

Play ...

type EnderChestOpen

type EnderChestOpen struct {
	// contains filtered or unexported fields
}

EnderChestOpen is played when a ender chest is opened.

func (EnderChestOpen) Play

func (EnderChestOpen) Play(*world.World, mgl64.Vec3)

Play ...

type EquipItem

type EquipItem struct {
	// Item is the item that was equipped. The sound played differs depending on this field.
	Item world.Item
	// contains filtered or unexported fields
}

EquipItem is a sound played when the player fast equips an item by using it.

func (EquipItem) Play

func (EquipItem) Play(*world.World, mgl64.Vec3)

Play ...

type Experience

type Experience struct {
	// contains filtered or unexported fields
}

Experience is a sound played whenever a player picks up an XP orb.

func (Experience) Play

func (Experience) Play(*world.World, mgl64.Vec3)

Play ...

type Explosion

type Explosion struct {
	// contains filtered or unexported fields
}

Explosion is a sound played when an explosion happens, such as from a creeper or TNT.

func (Explosion) Play

func (Explosion) Play(*world.World, mgl64.Vec3)

Play ...

type Fall

type Fall struct {
	// Distance is the distance the entity has fallen.
	Distance float64
	// contains filtered or unexported fields
}

Fall is a sound played when an entity falls and hits ground.

func (Fall) Play

func (Fall) Play(*world.World, mgl64.Vec3)

Play ...

type FenceGateClose

type FenceGateClose struct {
	// Block is the block which is being closed, for which a sound should be played. The sound played depends on the
	// block type.
	Block world.Block
	// contains filtered or unexported fields
}

FenceGateClose is a sound played when a fence gate is closed.

func (FenceGateClose) Play

func (FenceGateClose) Play(*world.World, mgl64.Vec3)

Play ...

type FenceGateOpen

type FenceGateOpen struct {
	// Block is the block which is being opened, for which a sound should be played. The sound played depends on the
	// block type.
	Block world.Block
	// contains filtered or unexported fields
}

FenceGateOpen is a sound played when a fence gate is opened.

func (FenceGateOpen) Play

func (FenceGateOpen) Play(*world.World, mgl64.Vec3)

Play ...

type FireCharge

type FireCharge struct {
	// contains filtered or unexported fields
}

FireCharge is a sound played when a player lights a block on fire with a fire charge, or when a dispenser or a blaze shoots a fireball.

func (FireCharge) Play

func (FireCharge) Play(*world.World, mgl64.Vec3)

Play ...

type FireExtinguish

type FireExtinguish struct {
	// contains filtered or unexported fields
}

FireExtinguish is a sound played when a fire is extinguished.

func (FireExtinguish) Play

func (FireExtinguish) Play(*world.World, mgl64.Vec3)

Play ...

type FireworkBlast

type FireworkBlast struct {
	// contains filtered or unexported fields
}

FireworkBlast is a sound played when a small sphere firework explodes.

func (FireworkBlast) Play

func (FireworkBlast) Play(*world.World, mgl64.Vec3)

Play ...

type FireworkHugeBlast

type FireworkHugeBlast struct {
	// contains filtered or unexported fields
}

FireworkHugeBlast is a sound played when a huge sphere firework explodes.

func (FireworkHugeBlast) Play

func (FireworkHugeBlast) Play(*world.World, mgl64.Vec3)

Play ...

type FireworkLaunch

type FireworkLaunch struct {
	// contains filtered or unexported fields
}

FireworkLaunch is a sound played when a firework is launched.

func (FireworkLaunch) Play

func (FireworkLaunch) Play(*world.World, mgl64.Vec3)

Play ...

type FireworkTwinkle

type FireworkTwinkle struct {
	// contains filtered or unexported fields
}

FireworkTwinkle is a sound played when a firework explodes and should twinkle.

func (FireworkTwinkle) Play

func (FireworkTwinkle) Play(*world.World, mgl64.Vec3)

Play ...

type Fizz

type Fizz struct {
	// contains filtered or unexported fields
}

Fizz is a sound sent when a lava block and a water block interact with each other in a way that one of them turns into a solid block.

func (Fizz) Play

func (Fizz) Play(*world.World, mgl64.Vec3)

Play ...

type FurnaceCrackle

type FurnaceCrackle struct {
	// contains filtered or unexported fields
}

FurnaceCrackle is a sound played every one to five seconds from a furnace.

func (FurnaceCrackle) Play

func (FurnaceCrackle) Play(*world.World, mgl64.Vec3)

Play ...

type GhastShoot

type GhastShoot struct {
	// contains filtered or unexported fields
}

GhastShoot is a sound played when a ghast shoots a fire charge.

func (GhastShoot) Play

func (GhastShoot) Play(*world.World, mgl64.Vec3)

Play ...

type GhastWarning

type GhastWarning struct {
	// contains filtered or unexported fields
}

GhastWarning is a sound played when a ghast is ready to attack.

func (GhastWarning) Play

func (GhastWarning) Play(*world.World, mgl64.Vec3)

Play ...

type GlassBreak

type GlassBreak struct {
	// contains filtered or unexported fields
}

GlassBreak is a sound played when a glass block or item is broken.

func (GlassBreak) Play

func (GlassBreak) Play(*world.World, mgl64.Vec3)

Play ...

type GoatHorn

type GoatHorn struct {
	// Horn is the type of the goat horn.
	Horn Horn
	// contains filtered or unexported fields
}

GoatHorn is a sound played when a player uses a goat horn.

func (GoatHorn) Play

func (GoatHorn) Play(*world.World, mgl64.Vec3)

Play ...

type Horn

type Horn struct {
	// contains filtered or unexported fields
}

Horn represents a variant of a goat horn.

func Admire

func Admire() Horn

Admire returns the 'Admire' goat horn type.

func Call

func Call() Horn

Call returns the 'Call' goat horn type.

func Dream

func Dream() Horn

Dream returns the 'Dream' goat horn type.

func Feel

func Feel() Horn

Feel returns the 'Feel' goat horn type.

func GoatHorns

func GoatHorns() []Horn

GoatHorns ...

func Ponder

func Ponder() Horn

Ponder returns the 'Ponder' goat horn type.

func Seek

func Seek() Horn

Seek returns the 'Seek' goat horn type.

func Sing

func Sing() Horn

Sing returns the 'Sing' goat horn type.

func Yearn

func Yearn() Horn

Yearn returns the 'Yearn' goat horn type.

func (Horn) Name

func (g Horn) Name() string

Name returns the goat horn type's name.

func (Horn) Uint8

func (g Horn) Uint8() uint8

Uint8 returns the goat horn type as a uint8.

type Ignite

type Ignite struct {
	// contains filtered or unexported fields
}

Ignite is a sound played when using a flint & steel.

func (Ignite) Play

func (Ignite) Play(*world.World, mgl64.Vec3)

Play ...

type Instrument

type Instrument struct {
	// contains filtered or unexported fields
}

Instrument represents a note block instrument.

func Banjo

func Banjo() Instrument

Banjo is an instrument type for the note block.

func Bass

func Bass() Instrument

Bass is an instrument type for the note block.

func BassDrum

func BassDrum() Instrument

BassDrum is an instrument type for the note block.

func Bell

func Bell() Instrument

Bell is an instrument type for the note block.

func Bit

func Bit() Instrument

Bit is an instrument type for the note block.

func Chimes

func Chimes() Instrument

Chimes is an instrument type for the note block.

func ClicksAndSticks

func ClicksAndSticks() Instrument

ClicksAndSticks is an instrument type for the note block.

func CowBell

func CowBell() Instrument

CowBell is an instrument type for the note block.

func Didgeridoo

func Didgeridoo() Instrument

Didgeridoo is an instrument type for the note block.

func Flute

func Flute() Instrument

Flute is an instrument type for the note block.

func Guitar

func Guitar() Instrument

Guitar is an instrument type for the note block.

func IronXylophone

func IronXylophone() Instrument

IronXylophone is an instrument type for the note block.

func Piano

func Piano() Instrument

Piano is an instrument type for the note block.

func Pling

func Pling() Instrument

Pling is an instrument type for the note block.

func Snare

func Snare() Instrument

Snare is an instrument type for the note block.

func Xylophone

func Xylophone() Instrument

Xylophone is an instrument type for the note block.

func (Instrument) Int32

func (i Instrument) Int32() int32

Int32 ...

type ItemBreak

type ItemBreak struct {
	// contains filtered or unexported fields
}

ItemBreak is a sound played when an item in the inventory is broken, such as when a tool reaches 0 durability and breaks.

func (ItemBreak) Play

func (ItemBreak) Play(*world.World, mgl64.Vec3)

Play ...

type ItemFrameAdd

type ItemFrameAdd struct {
	// contains filtered or unexported fields
}

ItemFrameAdd is a sound played when an item is added to an item frame.

func (ItemFrameAdd) Play

func (ItemFrameAdd) Play(*world.World, mgl64.Vec3)

Play ...

type ItemFrameRemove

type ItemFrameRemove struct {
	// contains filtered or unexported fields
}

ItemFrameRemove is a sound played when an item is removed from an item frame.

func (ItemFrameRemove) Play

func (ItemFrameRemove) Play(*world.World, mgl64.Vec3)

Play ...

type ItemFrameRotate

type ItemFrameRotate struct {
	// contains filtered or unexported fields
}

ItemFrameRotate is a sound played when an item frame's item is rotated.

func (ItemFrameRotate) Play

func (ItemFrameRotate) Play(*world.World, mgl64.Vec3)

Play ...

type ItemThrow

type ItemThrow struct {
	// contains filtered or unexported fields
}

ItemThrow is a sound played when a player throws an item, such as a snowball.

func (ItemThrow) Play

func (ItemThrow) Play(*world.World, mgl64.Vec3)

Play ...

type ItemUseOn

type ItemUseOn struct {
	// Block is generally the block that was created by using the item on a block. The sound played differs
	// depending on this field.
	Block world.Block
	// contains filtered or unexported fields
}

ItemUseOn is a sound played when a player uses its item on a block. An example of this is when a player uses a shovel to turn grass into dirt path. Note that in these cases, the Block is actually the new block, not the old one.

func (ItemUseOn) Play

func (ItemUseOn) Play(*world.World, mgl64.Vec3)

Play ...

type LecternBookPlace

type LecternBookPlace struct {
	// contains filtered or unexported fields
}

LecternBookPlace is a sound played when a book is placed in a lectern.

func (LecternBookPlace) Play

func (LecternBookPlace) Play(*world.World, mgl64.Vec3)

Play ...

type LevelUp

type LevelUp struct {
	// contains filtered or unexported fields
}

LevelUp is a sound played for a player whenever they level up.

func (LevelUp) Play

func (LevelUp) Play(*world.World, mgl64.Vec3)

Play ...

type MusicDiscEnd

type MusicDiscEnd struct {
	// contains filtered or unexported fields
}

MusicDiscEnd is a sound played when a music disc has stopped playing in a jukebox.

func (MusicDiscEnd) Play

func (MusicDiscEnd) Play(*world.World, mgl64.Vec3)

Play ...

type MusicDiscPlay

type MusicDiscPlay struct {

	// DiscType is the disc type of the music disc.
	DiscType DiscType
	// contains filtered or unexported fields
}

MusicDiscPlay is a sound played when a music disc has started playing in a jukebox.

func (MusicDiscPlay) Play

func (MusicDiscPlay) Play(*world.World, mgl64.Vec3)

Play ...

type Note

type Note struct {

	// Instrument is the instrument of the note block.
	Instrument Instrument
	// Pitch is the pitch of the note.
	Pitch int
	// contains filtered or unexported fields
}

Note is a sound played by note blocks.

func (Note) Play

func (Note) Play(*world.World, mgl64.Vec3)

Play ...

type Pop

type Pop struct {
	// contains filtered or unexported fields
}

Pop is a sound played when a chicken lays an egg.

func (Pop) Play

func (Pop) Play(*world.World, mgl64.Vec3)

Play ...

type SignWaxed

type SignWaxed struct {
	// contains filtered or unexported fields
}

SignWaxed is a sound played when a sign is waxed.

func (SignWaxed) Play

func (SignWaxed) Play(*world.World, mgl64.Vec3)

Play ...

type SmokerCrackle

type SmokerCrackle struct {
	// contains filtered or unexported fields
}

SmokerCrackle is a sound played every one to five seconds from a smoker.

func (SmokerCrackle) Play

func (SmokerCrackle) Play(*world.World, mgl64.Vec3)

Play ...

type StopUsingSpyglass

type StopUsingSpyglass struct {
	// contains filtered or unexported fields
}

StopUsingSpyglass is a sound played when a player stops using a spyglass.

func (StopUsingSpyglass) Play

func (StopUsingSpyglass) Play(*world.World, mgl64.Vec3)

Play ...

type TNT

type TNT struct {
	// contains filtered or unexported fields
}

TNT is a sound played when TNT is ignited.

func (TNT) Play

func (TNT) Play(*world.World, mgl64.Vec3)

Play ...

type Teleport

type Teleport struct {
	// contains filtered or unexported fields
}

Teleport is a sound played upon teleportation of an enderman, or teleportation of a player by an ender pearl or a chorus fruit.

func (Teleport) Play

func (Teleport) Play(*world.World, mgl64.Vec3)

Play ...

type Thunder

type Thunder struct {
	// contains filtered or unexported fields
}

Thunder is a sound played when lightning strikes the ground.

func (Thunder) Play

func (Thunder) Play(*world.World, mgl64.Vec3)

Play ...

type Totem

type Totem struct {
	// contains filtered or unexported fields
}

Totem is a sound played when a player uses a totem.

func (Totem) Play

func (Totem) Play(*world.World, mgl64.Vec3)

Play ...

type TrapdoorClose

type TrapdoorClose struct {
	// Block is the block which is being closed, for which a sound should be played. The sound played depends on the
	// block type.
	Block world.Block
	// contains filtered or unexported fields
}

TrapdoorClose is a sound played when a trapdoor is closed.

func (TrapdoorClose) Play

func (TrapdoorClose) Play(*world.World, mgl64.Vec3)

Play ...

type TrapdoorOpen

type TrapdoorOpen struct {
	// Block is the block which is being opened, for which a sound should be played. The sound played depends on the
	// block type.
	Block world.Block
	// contains filtered or unexported fields
}

TrapdoorOpen is a sound played when a trapdoor is opened.

func (TrapdoorOpen) Play

func (TrapdoorOpen) Play(*world.World, mgl64.Vec3)

Play ...

type UseSpyglass

type UseSpyglass struct {
	// contains filtered or unexported fields
}

UseSpyglass is a sound played when a player uses a spyglass.

func (UseSpyglass) Play

func (UseSpyglass) Play(*world.World, mgl64.Vec3)

Play ...

type WaxedSignFailedInteraction

type WaxedSignFailedInteraction struct {
	// contains filtered or unexported fields
}

WaxedSignFailedInteraction is a sound played when a player tries to interact with a waxed sign.

func (WaxedSignFailedInteraction) Play

func (WaxedSignFailedInteraction) Play(*world.World, mgl64.Vec3)

Play ...

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