Documentation
¶
Index ¶
- Variables
- func Clamp(value, max, min int) int
- func Clampf32(value, max, min float32) float32
- func Clampf64(value, max, min float64) float64
- func ConvertColor(color Color) rl.Color
- func ConvertPosition(pos Position) rl.Vector2
- func DrawRayCast(initPos Position, dirreccion Position, long uint32, color Color)
- func FPS() float64
- func FrameTime() float32
- func GreatestCommonDivisor(a, b int) int
- func InitGame(title string, size Size, start func(*GameEvent), update func(*GameEvent))
- func IsRunning() bool
- func IsValidShape(shape Shape) bool
- func PlaySound(path string)
- func RandomRange(min, max int) int
- func SetBackgroundColor(color_ Color)
- func SetScene(s *Scene)
- func ShowMessageBoxAlert(title, message string)
- func ShowMessageBoxError(title, message string)
- func ShowMessageBoxInfo(title, message string)
- func Sleep(mil time.Duration)
- func Time() float64
- type AnimationImage
- type Camera
- func (c *Camera) Offset() Position
- func (c *Camera) RlCamera() rl.Camera2D
- func (c *Camera) Rotation() float32
- func (c *Camera) SetOffset(o Position)
- func (c *Camera) SetRotation(r float32)
- func (c *Camera) SetTarget(target Position)
- func (c *Camera) SetZoom(nZoom float32)
- func (c *Camera) Target() Position
- func (c *Camera) Zoom() float32
- type CollisionArea
- func (p *CollisionArea) Position() Position
- func (p *CollisionArea) QuitDebugColor()
- func (p *CollisionArea) Scene() *Scene
- func (p *CollisionArea) SetDebugColor(color Color)
- func (p *CollisionArea) SetOnCollision(c func(*CollisionArea, *GameObject, *GameObjectEvent))
- func (p *CollisionArea) Size() Size
- type CollisionRectangle
- func (cr *CollisionRectangle) OnCollision() *GameObject
- func (cr *CollisionRectangle) OnCollisionInPosition(other CollisionRectangle, pos Position) bool
- func (cr *CollisionRectangle) OnCollisionInTheGroup(group string) *GameObject
- func (cr *CollisionRectangle) OnCollisionPos(pos Position) *GameObject
- func (cr *CollisionRectangle) OnCollisionTo(other CollisionRectangle) bool
- type Color
- type FuriaImage
- type GameEvent
- func (k *GameEvent) IsKeyDown(key int32) bool
- func (k *GameEvent) IsKeyPressed(key int32) bool
- func (k *GameEvent) IsKeyReleased(key int32) bool
- func (k *GameEvent) IsKeyUp(key int32) bool
- func (k *GameEvent) IsMouseDown(mouse int32) bool
- func (k *GameEvent) IsMousePressed(mouse int32) bool
- func (k *GameEvent) IsMouseReleased(mouse int32) bool
- func (k *GameEvent) IsMouseUp(mouse int32) bool
- type GameObject
- func (g *GameObject) AddToGroup(groupName string)
- func (g *GameObject) AnimationImage() *AnimationImage
- func (g *GameObject) CollisionRect() CollisionRectangle
- func (g *GameObject) Color() Color
- func (g *GameObject) DeleteGroup(gr string)
- func (g *GameObject) Draw()
- func (g *GameObject) Execute(nameFunction string, params any)
- func (g *GameObject) Functions() map[string]func(*GameObject, any)
- func (g *GameObject) GetVar(name string) any
- func (g *GameObject) Groups() []string
- func (g *GameObject) Hide()
- func (g *GameObject) Id() int
- func (g *GameObject) Image() *FuriaImage
- func (g *GameObject) Instance(scene *Scene, params any) *GameObject
- func (g *GameObject) IsInGroup(gr string) bool
- func (g *GameObject) MoveTo(npos Position) *GameObject
- func (g *GameObject) Name() string
- func (g *GameObject) Pos() Position
- func (g *GameObject) Position() Position
- func (g *GameObject) SetAnimationImage(ani *AnimationImage)
- func (g *GameObject) SetColor(color Color)
- func (g3 *GameObject) SetColor2(r, g, b, a uint8)
- func (g3 *GameObject) SetColor3(r, g, b uint8)
- func (g *GameObject) SetFunction(nameFunction string, function func(*GameObject, any))
- func (g *GameObject) SetImage(img *FuriaImage)
- func (g *GameObject) SetPos(pos Position)
- func (g *GameObject) SetPos2(x, y float64)
- func (g *GameObject) SetPosition(pos Position)
- func (g *GameObject) SetPosition2(x, y float64)
- func (g *GameObject) SetSize(siz Size)
- func (g *GameObject) SetSize2(w, h uint)
- func (g *GameObject) SetStart(f func(*GameObject, any))
- func (g *GameObject) SetUpdate(f func(*GameObject, *GameObjectEvent))
- func (g *GameObject) SetVar(name string, value any)
- func (g *GameObject) Shape() Shape
- func (g *GameObject) Show()
- func (g *GameObject) Size() Size
- func (g *GameObject) Vars() map[string]any
- type GameObjectEvent
- func (k *GameObjectEvent) IsMouseDown(mouse int32) bool
- func (k *GameObjectEvent) IsMousePressed(mouse int32) bool
- func (k *GameObjectEvent) IsMouseReleased(mouse int32) bool
- func (k *GameObjectEvent) IsMouseUp(mouse int32) bool
- func (k *GameObjectEvent) OnCollision() *GameObject
- func (k *GameObjectEvent) OnCollisionInPosition(other *GameObject, pos Position) bool
- func (k *GameObjectEvent) OnCollisionInTheGroup(group string) *GameObject
- func (k *GameObjectEvent) OnCollisionPos(pos Position) *GameObject
- func (k *GameObjectEvent) OnCollisionTo(other *GameObject) bool
- func (k *GameObjectEvent) RayCast(initPos Position, dirreccion Position, long uint32, jump uint16) *GameObject
- func (k *GameObjectEvent) RayCastDefault(initPos Position, dirreccion Position, long uint32) *GameObject
- type LinealPath
- type Music
- type Position
- type Scene
- func (s *Scene) Buttons() []*UiButton
- func (s *Scene) Camera() *Camera
- func (s *Scene) CollisionsAreas() []*CollisionArea
- func (s *Scene) ColorZones() []*UiColorZone
- func (s *Scene) Draw()
- func (s *Scene) FirstGameObjectWithName(name string) *GameObject
- func (s *Scene) FistGameObject() *GameObject
- func (s *Scene) FistGameObjectsInTheGroup(gr string) *GameObject
- func (s *Scene) GameObjectWithName(name string) []*GameObject
- func (s *Scene) GameObjectsInTheGroup(gr string) []*GameObject
- func (s *Scene) GameObjectsObjects() []*GameObject
- func (s *Scene) IsCurrent() bool
- func (s *Scene) LastGameObject() *GameObject
- func (s *Scene) LastGameObjectWithName(name string) *GameObject
- func (s *Scene) LastGameObjectsInTheGroup(gr string) *GameObject
- func (s *Scene) SetCamera(c *Camera)
- func (s *Scene) Texts() []*UiText
- type Shape
- type Size
- type Sound
- type Timer
- type UiButton
- func (b *UiButton) Color() Color
- func (b *UiButton) Draw()
- func (b *UiButton) Hide()
- func (b *UiButton) IsPressed() bool
- func (b *UiButton) Position() Position
- func (b *UiButton) SetColor(color Color)
- func (b *UiButton) SetPosition(nPos Position)
- func (b *UiButton) SetSize(nsize Size)
- func (b *UiButton) Show()
- func (b *UiButton) Size() Size
- type UiColorZone
- func (c *UiColorZone) Color() Color
- func (c *UiColorZone) Draw()
- func (c *UiColorZone) Hide()
- func (c *UiColorZone) Position() Position
- func (c *UiColorZone) Roundness() float32
- func (c *UiColorZone) Segments() int
- func (c *UiColorZone) SetColor(nColor Color)
- func (c *UiColorZone) SetColor2(r, g, b, a uint8)
- func (c *UiColorZone) SetColor3(r, g, b uint8)
- func (c *UiColorZone) SetPosition(nPos Position)
- func (c *UiColorZone) SetRoundness(r float32)
- func (c *UiColorZone) SetSegments(s int)
- func (c *UiColorZone) SetSize(nSize Size)
- func (c *UiColorZone) Show()
- func (c *UiColorZone) Size() Size
- type UiMessageBoxAlert
- type UiMessageBoxError
- type UiMessageBoxInfo
- type UiText
- func (text *UiText) Color() Color
- func (text *UiText) Draw()
- func (text *UiText) FontName() string
- func (text *UiText) Hide()
- func (text *UiText) Position() Position
- func (text *UiText) SetColor(nColor Color)
- func (text *UiText) SetColor2(r, g, b, a uint8)
- func (text *UiText) SetColor3(r, g, b uint8)
- func (text *UiText) SetFontName(font string)
- func (text *UiText) SetPosition(nPos Position)
- func (text *UiText) SetSize(nSize uint16)
- func (text *UiText) SetText(nText string)
- func (text *UiText) SetTextAsFormat(format string, pa ...any)
- func (text *UiText) SetTextAsString(pa any)
- func (text *UiText) Show()
- func (text *UiText) Size() uint16
- func (text *UiText) Text() string
Constants ¶
This section is empty.
Variables ¶
View Source
var ( BLACK = NewColor2(0, 0, 0) WHITE = NewColor2(255, 255, 255) RED = NewColor2(255, 0, 0) GREEN = NewColor2(0, 255, 0) BLUE = NewColor2(0, 0, 255) YELLOW = NewColor2(255, 255, 0) PURPLE = NewColor2(87, 35, 100) ORANGE = NewColor2(255, 128, 0) BROWN = NewColor2(138, 64, 0) )
View Source
var ( DOWN = NewPosition(0, -1) // physics -> yes,draw ->UP UP = NewPosition(0, 1) // physics -> yes,draw ->DOWN LEFT = NewPosition(-1, 0) // physics -> yes,draw ->yes RIGHT = NewPosition(1, 0) // physics -> yes,draw ->yes )
View Source
var (
ErrGameNotRunning = errors.New("the game not running")
)
View Source
var (
ErrShapeInvalid = errors.New("the shape is invalid")
)
Functions ¶
func ConvertColor ¶
func ConvertPosition ¶ added in v0.1.9
func DrawRayCast ¶ added in v0.2.1
func GreatestCommonDivisor ¶ added in v0.2.3
func IsValidShape ¶
func RandomRange ¶ added in v0.2.4
-> RandomRange(0,1) -> 0 or 1 -> RandomRange(0,10) -> 0..10 -> 0,1,2,3,4,5,6,7,8,9,10
func SetBackgroundColor ¶
func SetBackgroundColor(color_ Color)
func ShowMessageBoxAlert ¶ added in v0.1.9
func ShowMessageBoxAlert(title, message string)
func ShowMessageBoxError ¶ added in v0.1.9
func ShowMessageBoxError(title, message string)
func ShowMessageBoxInfo ¶ added in v0.1.9
func ShowMessageBoxInfo(title, message string)
Types ¶
type AnimationImage ¶ added in v0.1.7
type AnimationImage struct {
// contains filtered or unexported fields
}
func NewAnimationImage ¶ added in v0.1.7
func NewAnimationImage(images []*FuriaImage, fps int) *AnimationImage
func (*AnimationImage) Draw ¶ added in v0.1.7
func (ai *AnimationImage) Draw(color Color, pos Position, size Size)
func (*AnimationImage) Run ¶ added in v0.1.7
func (ai *AnimationImage) Run()
func (*AnimationImage) Stop ¶ added in v0.1.7
func (ai *AnimationImage) Stop()
type Camera ¶ added in v0.1.9
type Camera struct {
// contains filtered or unexported fields
}
func (*Camera) SetRotation ¶ added in v0.1.9
type CollisionArea ¶ added in v0.2.5
type CollisionArea struct {
// contains filtered or unexported fields
}
func NewCollisionArea ¶ added in v0.2.5
func NewCollisionArea(scene *Scene, pos Position, siz Size) *CollisionArea
func (*CollisionArea) Position ¶ added in v0.2.5
func (p *CollisionArea) Position() Position
func (*CollisionArea) QuitDebugColor ¶ added in v0.2.5
func (p *CollisionArea) QuitDebugColor()
func (*CollisionArea) Scene ¶ added in v0.2.5
func (p *CollisionArea) Scene() *Scene
func (*CollisionArea) SetDebugColor ¶ added in v0.2.5
func (p *CollisionArea) SetDebugColor(color Color)
func (*CollisionArea) SetOnCollision ¶ added in v0.2.5
func (p *CollisionArea) SetOnCollision(c func(*CollisionArea, *GameObject, *GameObjectEvent))
func (*CollisionArea) Size ¶ added in v0.2.5
func (p *CollisionArea) Size() Size
type CollisionRectangle ¶
type CollisionRectangle struct {
// contains filtered or unexported fields
}
func NewCollisionRectagle ¶
func NewCollisionRectagle(g *GameObject) CollisionRectangle
return a.X + a2.X > b.X &&
a.X < b.X + b2.X && a.Y + a2.Y > b.Y && a.Y < b.Y + b2.Y
func (*CollisionRectangle) OnCollision ¶
func (cr *CollisionRectangle) OnCollision() *GameObject
func (*CollisionRectangle) OnCollisionInPosition ¶ added in v0.1.9
func (cr *CollisionRectangle) OnCollisionInPosition(other CollisionRectangle, pos Position) bool
func (*CollisionRectangle) OnCollisionInTheGroup ¶ added in v0.1.6
func (cr *CollisionRectangle) OnCollisionInTheGroup(group string) *GameObject
func (*CollisionRectangle) OnCollisionPos ¶ added in v0.1.9
func (cr *CollisionRectangle) OnCollisionPos(pos Position) *GameObject
func (*CollisionRectangle) OnCollisionTo ¶
func (cr *CollisionRectangle) OnCollisionTo(other CollisionRectangle) bool
type FuriaImage ¶ added in v0.1.7
type FuriaImage struct { Ignore bool // contains filtered or unexported fields }
func NewImage ¶
func NewImage(path string) *FuriaImage
func (*FuriaImage) Destroy ¶ added in v0.1.7
func (fi *FuriaImage) Destroy()
type GameEvent ¶ added in v0.1.6
type GameEvent struct { KeySpace int32 KeyEscape int32 KeyEnter int32 KeyTab int32 KeyBackspace int32 KeyInsert int32 KeyDelete int32 KeyRight int32 KeyLeft int32 KeyDown int32 KeyUp int32 KeyPageUp int32 KeyPageDown int32 KeyHome int32 KeyEnd int32 KeyCapsLock int32 KeyScrollLock int32 KeyNumLock int32 KeyPrintScreen int32 KeyPause int32 KeyF1 int32 KeyF2 int32 KeyF3 int32 KeyF4 int32 KeyF5 int32 KeyF6 int32 KeyF7 int32 KeyF8 int32 KeyF9 int32 KeyF10 int32 KeyF11 int32 KeyF12 int32 KeyLeftShift int32 KeyLeftControl int32 KeyLeftAlt int32 KeyLeftSuper int32 KeyRightShift int32 KeyRightControl int32 KeyRightAlt int32 KeyRightSuper int32 KeyKbMenu int32 KeyLeftBracket int32 KeyBackSlash int32 KeyRightBracket int32 KeyGrave int32 // Keyboard Number Pad Keys KeyKp0 int32 KeyKp1 int32 KeyKp2 int32 KeyKp3 int32 KeyKp4 int32 KeyKp5 int32 KeyKp6 int32 KeyKp7 int32 KeyKp8 int32 KeyKp9 int32 KeyKpDecimal int32 KeyKpDivide int32 KeyKpMultiply int32 KeyKpSubtract int32 KeyKpAdd int32 KeyKpEnter int32 KeyKpEqual int32 // Keyboard Alpha Numeric Keys KeyApostrophe int32 KeyComma int32 KeyMinus int32 KeyPeriod int32 KeySlash int32 KeyZero int32 KeyOne int32 KeyTwo int32 KeyThree int32 KeyFour int32 KeyFive int32 KeySix int32 KeySeven int32 KeyEight int32 KeyNine int32 KeySemicolon int32 KeyEqual int32 KeyA int32 KeyB int32 KeyC int32 KeyD int32 KeyE int32 KeyF int32 KeyG int32 KeyH int32 KeyI int32 KeyJ int32 KeyK int32 KeyL int32 KeyM int32 KeyN int32 KeyO int32 KeyP int32 KeyQ int32 KeyR int32 KeyS int32 KeyT int32 KeyU int32 KeyV int32 KeyW int32 KeyX int32 KeyY int32 KeyZ int32 // Android keys KeyBack int32 KeyMenu int32 KeyVolumeUp int32 KeyVolumeDown int32 MouseLeftButton int32 MouseRightButton int32 MouseMiddleButton int32 // Mouse Buttons MouseButtonLeft int32 MouseButtonRight int32 MouseButtonMiddle int32 MouseButtonSide int32 MouseButtonExtra int32 MouseButtonForward int32 MouseButtonBack int32 }
@copiar@ 10 20 sugerencia macro para Quick-lenguaje @ir@
func NewGameEvent ¶ added in v0.1.6
func NewGameEvent() *GameEvent
func (*GameEvent) IsKeyPressed ¶ added in v0.1.6
func (*GameEvent) IsKeyReleased ¶ added in v0.1.6
func (*GameEvent) IsMouseDown ¶ added in v0.1.6
func (*GameEvent) IsMousePressed ¶ added in v0.1.6
func (*GameEvent) IsMouseReleased ¶ added in v0.1.6
type GameObject ¶
type GameObject struct {
// contains filtered or unexported fields
}
func CreateGameObject ¶
func GetGameObjectsInTheGroup ¶
func GetGameObjectsInTheGroup(gr string) []*GameObject
func (g *GameObject) PrintGameObject() { fmt.Printf( ` -Game object Name: '%s' SHAPE: '%s'
-Position: X = %f | Y = %f -Color: R = %s | G = %s | B = %s | A(alpha) = %s `, g.Name(), g.Shape(), g.Pos().X, g.Pos().Y, g.Color().R, g.Color().G, g.Color().B, g.Color().A) }
func (*GameObject) AddToGroup ¶ added in v0.1.5
func (g *GameObject) AddToGroup(groupName string)
func (*GameObject) AnimationImage ¶ added in v0.1.8
func (g *GameObject) AnimationImage() *AnimationImage
func (*GameObject) CollisionRect ¶
func (g *GameObject) CollisionRect() CollisionRectangle
func (*GameObject) Color ¶ added in v0.1.8
func (g *GameObject) Color() Color
func (*GameObject) DeleteGroup ¶
func (g *GameObject) DeleteGroup(gr string)
func (*GameObject) Draw ¶
func (g *GameObject) Draw()
func (*GameObject) Execute ¶
func (g *GameObject) Execute(nameFunction string, params any)
func (*GameObject) Functions ¶ added in v0.1.8
func (g *GameObject) Functions() map[string]func(*GameObject, any)
func (*GameObject) GetVar ¶
func (g *GameObject) GetVar(name string) any
func (*GameObject) Groups ¶ added in v0.1.8
func (g *GameObject) Groups() []string
func (*GameObject) Hide ¶
func (g *GameObject) Hide()
func (*GameObject) Id ¶ added in v0.1.8
func (g *GameObject) Id() int
func (*GameObject) Image ¶ added in v0.1.8
func (g *GameObject) Image() *FuriaImage
func (*GameObject) Instance ¶ added in v0.1.8
func (g *GameObject) Instance(scene *Scene, params any) *GameObject
func (*GameObject) IsInGroup ¶
func (g *GameObject) IsInGroup(gr string) bool
func (*GameObject) MoveTo ¶ added in v0.1.9
func (g *GameObject) MoveTo(npos Position) *GameObject
physics type: Colliders and collisions[ON]
func (*GameObject) Name ¶
func (g *GameObject) Name() string
func (*GameObject) Pos ¶ added in v0.2.1
func (g *GameObject) Pos() Position
func (*GameObject) Position ¶
func (g *GameObject) Position() Position
func (*GameObject) SetAnimationImage ¶ added in v0.1.7
func (g *GameObject) SetAnimationImage(ani *AnimationImage)
func (*GameObject) SetColor ¶
func (g *GameObject) SetColor(color Color)
func (*GameObject) SetColor2 ¶
func (g3 *GameObject) SetColor2(r, g, b, a uint8)
func (*GameObject) SetColor3 ¶
func (g3 *GameObject) SetColor3(r, g, b uint8)
func (*GameObject) SetFunction ¶ added in v0.1.5
func (g *GameObject) SetFunction(nameFunction string, function func(*GameObject, any))
func (*GameObject) SetImage ¶
func (g *GameObject) SetImage(img *FuriaImage)
func (*GameObject) SetPos ¶ added in v0.2.1
func (g *GameObject) SetPos(pos Position)
physics type: Colliders and collisions[OFF]
func (*GameObject) SetPos2 ¶ added in v0.2.1
func (g *GameObject) SetPos2(x, y float64)
physics type: Colliders and collisions[OFF]
func (*GameObject) SetPosition ¶
func (g *GameObject) SetPosition(pos Position)
physics type: Colliders and collisions[OFF]
func (*GameObject) SetPosition2 ¶
func (g *GameObject) SetPosition2(x, y float64)
physics type: Colliders and collisions[OFF]
func (*GameObject) SetSize ¶
func (g *GameObject) SetSize(siz Size)
func (*GameObject) SetSize2 ¶
func (g *GameObject) SetSize2(w, h uint)
func (*GameObject) SetStart ¶ added in v0.1.5
func (g *GameObject) SetStart(f func(*GameObject, any))
func (*GameObject) SetUpdate ¶ added in v0.1.5
func (g *GameObject) SetUpdate(f func(*GameObject, *GameObjectEvent))
func (*GameObject) SetVar ¶
func (g *GameObject) SetVar(name string, value any)
func (*GameObject) Shape ¶
func (g *GameObject) Shape() Shape
func (*GameObject) Show ¶
func (g *GameObject) Show()
func (*GameObject) Size ¶
func (g *GameObject) Size() Size
func (*GameObject) Vars ¶ added in v0.1.8
func (g *GameObject) Vars() map[string]any
type GameObjectEvent ¶ added in v0.1.6
type GameObjectEvent struct { MouseLeftButton int32 MouseRightButton int32 MouseMiddleButton int32 MouseButtonLeft int32 MouseButtonRight int32 MouseButtonMiddle int32 MouseButtonSide int32 MouseButtonExtra int32 MouseButtonForward int32 MouseButtonBack int32 // contains filtered or unexported fields }
type Key struct
func NewGameObjectEvent ¶ added in v0.1.6
func NewGameObjectEvent(obj *GameObject) *GameObjectEvent
func (*GameObjectEvent) IsMouseDown ¶ added in v0.1.6
func (k *GameObjectEvent) IsMouseDown(mouse int32) bool
func (*GameObjectEvent) IsMousePressed ¶ added in v0.1.6
func (k *GameObjectEvent) IsMousePressed(mouse int32) bool
func (*GameObjectEvent) IsMouseReleased ¶ added in v0.1.6
func (k *GameObjectEvent) IsMouseReleased(mouse int32) bool
func (*GameObjectEvent) IsMouseUp ¶ added in v0.1.6
func (k *GameObjectEvent) IsMouseUp(mouse int32) bool
func (*GameObjectEvent) OnCollision ¶ added in v0.1.6
func (k *GameObjectEvent) OnCollision() *GameObject
func (*GameObjectEvent) OnCollisionInPosition ¶ added in v0.1.9
func (k *GameObjectEvent) OnCollisionInPosition(other *GameObject, pos Position) bool
func (*GameObjectEvent) OnCollisionInTheGroup ¶ added in v0.1.6
func (k *GameObjectEvent) OnCollisionInTheGroup(group string) *GameObject
func (*GameObjectEvent) OnCollisionPos ¶ added in v0.1.9
func (k *GameObjectEvent) OnCollisionPos(pos Position) *GameObject
func (*GameObjectEvent) OnCollisionTo ¶ added in v0.1.6
func (k *GameObjectEvent) OnCollisionTo(other *GameObject) bool
func (*GameObjectEvent) RayCast ¶ added in v0.1.9
func (k *GameObjectEvent) RayCast(initPos Position, dirreccion Position, long uint32, jump uint16) *GameObject
func (*GameObjectEvent) RayCastDefault ¶ added in v0.1.9
func (k *GameObjectEvent) RayCastDefault(initPos Position, dirreccion Position, long uint32) *GameObject
type LinealPath ¶ added in v0.2.3
func NewLinealPath ¶ added in v0.2.3
func NewLinealPath(a, b Position) *LinealPath
func (*LinealPath) IsDone ¶ added in v0.2.3
func (lp *LinealPath) IsDone(obj *GameObject) bool
func (*LinealPath) TeleportToPath ¶ added in v0.2.3
func (lp *LinealPath) TeleportToPath(obj *GameObject)
func (*LinealPath) Travel ¶ added in v0.2.3
func (lp *LinealPath) Travel(speed float64, obj *GameObject)
type Position ¶
func GetMousePosition ¶ added in v0.1.9
func GetMousePosition() Position
func NewPosition ¶
func (Position) DistanceSqrTo ¶ added in v0.2.1
func (Position) DistanceTo ¶ added in v0.2.1
type Scene ¶ added in v0.2.0
type Scene struct {
// contains filtered or unexported fields
}
func GetCurrentScene ¶ added in v0.2.0
func GetCurrentScene() *Scene
func GetDefaultScene ¶ added in v0.2.1
func GetDefaultScene() *Scene
func (*Scene) CollisionsAreas ¶ added in v0.2.5
func (s *Scene) CollisionsAreas() []*CollisionArea
func (*Scene) ColorZones ¶ added in v0.2.1
func (s *Scene) ColorZones() []*UiColorZone
func (*Scene) FirstGameObjectWithName ¶ added in v0.2.4
func (s *Scene) FirstGameObjectWithName(name string) *GameObject
func (*Scene) FistGameObject ¶ added in v0.2.4
func (s *Scene) FistGameObject() *GameObject
func (*Scene) FistGameObjectsInTheGroup ¶ added in v0.2.4
func (s *Scene) FistGameObjectsInTheGroup(gr string) *GameObject
func (*Scene) GameObjectWithName ¶ added in v0.2.4
func (s *Scene) GameObjectWithName(name string) []*GameObject
func (*Scene) GameObjectsInTheGroup ¶ added in v0.2.4
func (s *Scene) GameObjectsInTheGroup(gr string) []*GameObject
func (*Scene) GameObjectsObjects ¶ added in v0.2.0
func (s *Scene) GameObjectsObjects() []*GameObject
func (*Scene) LastGameObject ¶ added in v0.2.4
func (s *Scene) LastGameObject() *GameObject
func (*Scene) LastGameObjectWithName ¶ added in v0.2.4
func (s *Scene) LastGameObjectWithName(name string) *GameObject
func (*Scene) LastGameObjectsInTheGroup ¶ added in v0.2.4
func (s *Scene) LastGameObjectsInTheGroup(gr string) *GameObject
type Timer ¶ added in v0.2.1
type Timer struct {
// contains filtered or unexported fields
}
func (*Timer) Reinitiate ¶ added in v0.2.1
func (t *Timer) Reinitiate()
type UiButton ¶ added in v0.1.9
type UiButton struct { Zone *UiColorZone Text *UiText // contains filtered or unexported fields }
func NewUiButton ¶ added in v0.1.9
func (*UiButton) SetPosition ¶ added in v0.1.9
type UiColorZone ¶ added in v0.1.9
type UiColorZone struct {
// contains filtered or unexported fields
}
func NewUiColorZone ¶ added in v0.1.9
func NewUiColorZone(scene *Scene, color Color, pos Position, size Size) *UiColorZone
func (*UiColorZone) Color ¶ added in v0.1.9
func (c *UiColorZone) Color() Color
func (*UiColorZone) Draw ¶ added in v0.1.9
func (c *UiColorZone) Draw()
func (*UiColorZone) Hide ¶ added in v0.1.9
func (c *UiColorZone) Hide()
func (*UiColorZone) Position ¶ added in v0.1.9
func (c *UiColorZone) Position() Position
func (*UiColorZone) Roundness ¶ added in v0.1.9
func (c *UiColorZone) Roundness() float32
func (*UiColorZone) Segments ¶ added in v0.1.9
func (c *UiColorZone) Segments() int
func (*UiColorZone) SetColor ¶ added in v0.1.9
func (c *UiColorZone) SetColor(nColor Color)
func (*UiColorZone) SetColor2 ¶ added in v0.1.9
func (c *UiColorZone) SetColor2(r, g, b, a uint8)
func (*UiColorZone) SetColor3 ¶ added in v0.1.9
func (c *UiColorZone) SetColor3(r, g, b uint8)
func (*UiColorZone) SetPosition ¶ added in v0.1.9
func (c *UiColorZone) SetPosition(nPos Position)
func (*UiColorZone) SetRoundness ¶ added in v0.1.9
func (c *UiColorZone) SetRoundness(r float32)
func (*UiColorZone) SetSegments ¶ added in v0.1.9
func (c *UiColorZone) SetSegments(s int)
func (*UiColorZone) SetSize ¶ added in v0.1.9
func (c *UiColorZone) SetSize(nSize Size)
func (*UiColorZone) Show ¶ added in v0.1.9
func (c *UiColorZone) Show()
func (*UiColorZone) Size ¶ added in v0.1.9
func (c *UiColorZone) Size() Size
type UiMessageBoxAlert ¶ added in v0.1.9
type UiMessageBoxAlert struct {
// contains filtered or unexported fields
}
func NewMessageBoxAlert ¶ added in v0.1.9
func NewMessageBoxAlert(title, message string) *UiMessageBoxAlert
func (*UiMessageBoxAlert) Show ¶ added in v0.1.9
func (mb *UiMessageBoxAlert) Show()
type UiMessageBoxError ¶ added in v0.1.9
type UiMessageBoxError struct {
// contains filtered or unexported fields
}
func NewMessageBoxError ¶ added in v0.1.9
func NewMessageBoxError(title, message string) *UiMessageBoxError
func (*UiMessageBoxError) Show ¶ added in v0.1.9
func (mb *UiMessageBoxError) Show()
type UiMessageBoxInfo ¶ added in v0.1.9
type UiMessageBoxInfo struct {
// contains filtered or unexported fields
}
func NewMessageBoxInfo ¶ added in v0.1.9
func NewMessageBoxInfo(title, message string) *UiMessageBoxInfo
func (*UiMessageBoxInfo) Show ¶ added in v0.1.9
func (mb *UiMessageBoxInfo) Show()
type UiText ¶ added in v0.1.9
type UiText struct {
// contains filtered or unexported fields
}
func NewUiTextWithFont ¶ added in v0.1.9
func (*UiText) SetFontName ¶ added in v0.1.9
func (*UiText) SetPosition ¶ added in v0.1.9
func (*UiText) SetTextAsFormat ¶ added in v0.1.9
func (*UiText) SetTextAsString ¶ added in v0.1.9
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