Documentation ¶
Index ¶
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type ClassicEntity ¶
type ClassicEntity struct { AirSupply int32 AllowAlpha bool AnimStep float32 AnimStepO float32 AttackTime int32 Bb map[string]float32 // mapping same as original AABB class. map keys range from x0 to z1 BbHeight float32 BbWidth float32 BobStrength float32 Collision bool // make optional Dead bool DeathScore int32 DeathTime int32 FallDistance float32 // make optional FootSize float32 // make optional HasHair bool Health int32 HeightOffset float32 HorizontalCollision bool Hovered bool // make optional HurtDir float32 HurtDuration int32 HurtTime int32 InvulnerableDuration int32 InvulnerableTime int32 LastHealth int32 MakeStepSound bool // make optional ModelName string NoPhysics bool // make optional ORun float32 OTilt float32 OnGround bool Pushthrough float32 // make optional Removed bool RenderOffset float32 Rot float32 RotA float32 RotOffs float32 Run float32 Slide bool // make optional Speed float32 TextureId int32 // make optional TextureName string TickCount int32 Tilt float32 TimeOffs float32 WalkDist float32 // make optional WalkDistO float32 // make optional X float32 XOld float32 // make optional XRot float32 XRotO float32 Xd float32 Xo float32 Y float32 YBodyRot float32 YBodyRotO float32 YOld float32 // make optional YRot float32 YRotO float32 YSlideOffset float32 // make optional Yd float32 Yo float32 Z float32 ZOld float32 // make optional Zd float32 Zo float32 }
func (ClassicEntity) ToString ¶
func (player ClassicEntity) ToString() string
type ClassicParser ¶
type ClassicParser struct { }
func (*ClassicParser) Parse ¶
func (cp *ClassicParser) Parse(filepath string) (*ClassicWorld, error)
type ClassicPlayer ¶
type ClassicPlayer struct { ClassicEntity Arrows int32 Bob float32 Inventory map[string]any OBob float32 Score int32 UserType int8 }
func (ClassicPlayer) ToString ¶
func (player ClassicPlayer) ToString() string
type ClassicWorld ¶
type ClassicWorld struct { Blocks []int8 CloudColor int32 // make optional CreateTime int64 CreativeMode bool // make optional Creator string Depth int32 Entities []ClassicEntity // empty if no entities FogColor int32 // make optional GrowTrees bool // make optional Height int32 Name string Player ClassicPlayer // make optional RotSpawn float32 SkyColor int32 // make optional WaterLevel int32 // make optional Width int32 XSpawn int32 YSpawn int32 ZSpawn int32 }
func (*ClassicWorld) GetWaterLevel ¶
func (world *ClassicWorld) GetWaterLevel() float32
Returns the water level of the world or -1 & error if not present
func (*ClassicWorld) GetWorldSpawn ¶
func (world *ClassicWorld) GetWorldSpawn() (int32, int32, int32)
func (ClassicWorld) ToString ¶
func (player ClassicWorld) ToString() string
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