building

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Published: Jul 3, 2024 License: MIT Imports: 12 Imported by: 0

Documentation

Index

Constants

View Source
const (
	Damage_up int = iota
	Critical_chance
	Prayer
	Luck
	Highroll
	Dual_damage_up
	Attack_speed_up
	Striker
	Gambler
	Dual_Prayer
	Dual_damage_way_up
	Critical_damage
	Curse_advantage_ex
	Curse_advantage
	Survivor
	Dual_critical_chance
	Pistol
	Extra_shot
	Dual_curse_advantage
	Change_of_mind
	Homing
	Sync
	Mimic
	Relaxed
	Clumsy
	Scared
	Inaccurate
	Heavy
	Trap
	Lowroll
	Sabotage
	Delicate
	Love
	Procrastination
	Rest
	Light
	ItemMax
)
View Source
const (
	ItemsPerLine = 12
	Lines        = 20
	PhaseItems   = Lines * ItemsPerLine
)
View Source
const InfiniteStacks = -1

Variables

This section is empty.

Functions

This section is empty.

Types

type Core

type Core struct {
	Health    float64
	MaxHealth float64

	AttackSpeedStacks int
	Synced            bool
	Luck              float64
	HealthPerStage    float64

	Bonuses []*Mod
	Curses  []*Mod
	// contains filtered or unexported fields
}

func NewCore

func NewCore() *Core

func (*Core) Hand

func (c *Core) Hand(side hand.Side) *HandModifiers

func (*Core) Projectile

func (c *Core) Projectile(side hand.Side) *ProjectileData

func (*Core) Update

func (c *Core) Update()

type Definition

type Definition struct {
	ID          int
	Kind        Kind
	Hand        HandConstraint
	Name        string
	Description string
	MaxStacks   int
	Rect        image.Rectangle
}

type HandConstraint

type HandConstraint byte
const (
	SingleHand HandConstraint = iota
	BothHands
	None
)

type HandModifiers

type HandModifiers struct {
	Weapon hand.Weapon

	Damage                 float64
	CritChance             float64
	CritDamage             float64
	Accuracy               float64
	ProjectileSpeed        float64
	ProjectileCount        int
	InverseKnockback       float64
	CurseDamageCurrentHand float64
	CurseDamageOtherHand   float64
	Homing                 bool

	Bonuses []*Mod
	Curses  []*Mod
}

type HandSide

type HandSide byte
const (
	RightHand HandSide = iota
	LeftHand
	BothHand
	NoHand
)

func (HandSide) String

func (hs HandSide) String() string

type Item

type Item struct {
	HandSide HandSide

	Curses []*Item
	// contains filtered or unexported fields
}

func (*Item) Description

func (i *Item) Description() string

func (*Item) Name

func (i *Item) Name() string

func (*Item) RegisterMod

func (i *Item) RegisterMod(c *Core, phase *Phase)

func (*Item) SourceRect

func (i *Item) SourceRect() image.Rectangle

type ItemObject

type ItemObject struct {
	Item *Item
	// contains filtered or unexported fields
}

func (*ItemObject) AppendVerticesIndices

func (o *ItemObject) AppendVerticesIndices(vx []ebiten.Vertex, ix []uint16, index *int, ctx *graphics.Context) ([]ebiten.Vertex, []uint16)

func (*ItemObject) Damage

func (i *ItemObject) Damage() float64

func (*ItemObject) Dead

func (i *ItemObject) Dead() bool

func (*ItemObject) Position

func (i *ItemObject) Position() mgl64.Vec3

func (*ItemObject) Radius

func (i *ItemObject) Radius() float64

func (*ItemObject) TakeHit

func (i *ItemObject) TakeHit(_ float64)

func (*ItemObject) Team

func (i *ItemObject) Team() entity.Team

func (*ItemObject) Update

func (i *ItemObject) Update(ctx *entity.Context)

type Kind

type Kind byte
const (
	Common Kind = iota
	Uncommon
	Rare
	Epic
	Legendary
	Cursed
	Dynamic
)

type Mod

type Mod struct {
	Stacks int
	// contains filtered or unexported fields
}

func (*Mod) Apply

func (m *Mod) Apply(c *Core, hm *HandModifiers)

func (*Mod) Description

func (m *Mod) Description() string

func (*Mod) Init

func (m *Mod) Init(c *Core, hm *HandModifiers, p *Phase)

func (*Mod) Name

func (m *Mod) Name() string

func (*Mod) SourceRect

func (m *Mod) SourceRect() image.Rectangle

type Phase

type Phase struct {
	Target          *ItemObject
	NextExtraCurses []*Item
	Objects         []*ItemObject
	// contains filtered or unexported fields
}

func NewPhase

func NewPhase(c *Core) *Phase

func (*Phase) AppendEntities

func (p *Phase) AppendEntities(entities []entity.Entity) []entity.Entity

func (*Phase) MarkerShape

func (p *Phase) MarkerShape() aoe.Shape

func (*Phase) Pick

func (p *Phase) Pick()

func (*Phase) RegisterExtraCurse

func (p *Phase) RegisterExtraCurse()

func (*Phase) RollExisting

func (p *Phase) RollExisting(objects []*ItemObject, curse bool)

func (*Phase) RollExtraCurses

func (p *Phase) RollExtraCurses(n int)

func (*Phase) RollNew

func (p *Phase) RollNew()

func (*Phase) Update

func (p *Phase) Update(ctx *entity.Context)

type ProjectileData

type ProjectileData struct {
	Damage      float64
	Crit        bool
	Miss        bool
	Radius      float64
	Speed       float64
	ColorIn     color.Color
	ColorOut    color.Color
	Alpha       float64
	Pull        float64
	Homing      bool
	MaxDuration uint
	Resistance  uint
}

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