Documentation ¶
Index ¶
Constants ¶
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const ( PlayerMoveSpeed = 9 PlayerSlidingAngleSpeed = 0.03 InitialPortalSpawnInterval = 10 * logic.TPS // 10sec InitialObstacleSpawnInterval = 2.5 * logic.TPS // 2.5sec )
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const ( ObstacleKindDeath byte = iota ObstacleKindPortalNone ObstacleKindPortalNorth ObstacleKindPortalSouth )
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const ( PlayerRadius = 56 RingRadius = logic.ScreenHeight / 2 RingAttractionForce = PlayerMoveSpeed * 1.05 MaxPlayerDistance = RingRadius - 96 // 96 was originally the player's radius SidesCount = graphics.ImageResolution DepthToWin = SidesCount RotateTextureZInterval = 12 )
Variables ¶
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var (
DataTexture = ebiten.NewImage(graphics.ImageResolution, graphics.ImageResolution)
)
Functions ¶
Types ¶
type Attraction ¶
type Attraction byte
const ( AttractionNone Attraction = iota AttractionSouth AttractionNorth )
type Coating ¶
type Coating struct {
Surfaces []Attraction
}
type Difficulty ¶
type Difficulty struct {
// contains filtered or unexported fields
}
func (*Difficulty) String ¶
func (d *Difficulty) String() string
type Game ¶
type Game struct { Direction geom.Vec2 Ring *Ring Obstacles []*Obstacle Player *Player Over bool // contains filtered or unexported fields }
func (*Game) GetDifficulty ¶
func (g *Game) GetDifficulty() *Difficulty
type Obstacle ¶
type Player ¶
type Player struct { DashingTicks uint64 DashEnergy float32 Attraction Attraction Position geom.Vec2 Rotation geom.Vec3 BonesSet assets.BoneSet }
func (*Player) GetDashMultiplier ¶
type Ring ¶
type Ring struct { Z float32 Center geom.Vec2 Coating *Coating Texture0 *ebiten.Image Texture1 *ebiten.Image Texture2 *ebiten.Image // contains filtered or unexported fields }
func (*Ring) GetAttraction ¶
func (r *Ring) GetAttraction() Attraction
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