Documentation ¶
Index ¶
Constants ¶
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const ( LegendaryRarityPercent = 0.10 EpicRarityPercent = 0.30 CommonRarityPercent = 1. NegativeRarityPercent = 1. / 5. )
Variables ¶
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var ( AugmentHighSpawn = &Augment{ ID: IDHighSpawn, Name: "Weird gravity", Description: "How do these blocks not fall btw ?", Stackable: false, } AugmentMoreBlocks = &Augment{ ID: IDMoreBlocks, Name: "More blocks", Description: "This game was balanced around 3 blocks per spawn at maximum...", Stackable: false, } AugmentTallerBlocks = &Augment{ ID: IDTallerBlocks, Name: "Taller blocks", Description: "Some blocks are taller than others, don't drop the camera !", Stackable: false, } AugmentMoreSpawns = &Augment{ ID: IDMoreSpawns, Name: "More spawns", Description: "More rows spawning... Who let that happen ?", Stackable: false, } AugmentEvenMoreSpawns = &Augment{ ID: IDEvenMoreSpawns, Name: "More Spawns II", Description: "Way more rows spawning ! TODO(me): remove, this was for testing.", Stackable: false, Constraints: []ID{ IDMoreSpawns, }, } AugmentCloserSpawns = &Augment{ ID: IDCloserSpawns, Name: "Closer Spawns", Description: "So blocks spawn closer now, how is the player supposed to react properly ?", Stackable: false, } AugmentCloserSpawns2 = &Augment{ ID: IDCloserSpawns2, Name: "Closer Spawns II", Description: "This looks like an unfair setting, unless you're a robot.", Stackable: false, Constraints: []ID{ IDCloserSpawns, }, } AugmentHarderBlocks = &Augment{ ID: IDHarderBlocks, Name: "Harder Blocks", Description: "Some blocks deal more damage, you should recognize them.", Stackable: false, } AugmentHarderBlocks2 = &Augment{ ID: IDHarderBlocks2, Name: "Harder Blocks II", Description: "Some blocks deal even more damage, you should also recognize them.", Stackable: false, Constraints: []ID{ IDHarderBlocks, }, } AugmentNoRegularBlocks = &Augment{ ID: IDNoRegularBlocks, Name: "No Regular Blocks", Description: "The block you used to know doesn't exist anymore, we need a default block now.", Stackable: false, Constraints: []ID{ IDHarderBlocks, }, } AugmentCircular = &Augment{ ID: IDCircular, Name: "Circular", Description: "Can someone explain why there is no horizontal boundary anymore ?", Stackable: false, } AugmentFallenCamera = &Augment{ ID: IDFallenCamera, Name: "Camera fall", Description: "Someone dropped the camera, you might have to deal with it...", Stackable: false, } )
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var (
List = make([]*Augment, IDMax)
)
Functions ¶
This section is empty.
Types ¶
type Manager ¶
type Manager struct { CurrentAugments []*Augment // contains filtered or unexported fields }
func NewManager ¶
func NewManager() *Manager
func (*Manager) AddAugment ¶
func (*Manager) RemoveAugment ¶
func (*Manager) RollAugments ¶
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