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package
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Published: Jan 8, 2024 License: MIT Imports: 7 Imported by: 0

Documentation

Index

Constants

This section is empty.

Variables

Bounds indicates that the entity can't move of out the screen.

View Source
var (
	PlayerCharacter = donburi.NewTag()
)

Functions

This section is empty.

Types

type BoundsData

type BoundsData struct {
	Disabled bool
}

type ColliderData

type ColliderData struct {
	Width  float64
	Height float64
	Layer  ColliderLayer
}

type ColliderLayer

type ColliderLayer int
const (
	CollisionLayerPlayerProjectiles ColliderLayer = iota
	CollisionLayerEnemyProjectiles
	CollisionLayerPlayer
	CollisionLayerEnemies
)

type ColorOverride

type ColorOverride struct {
	R, G, B, A float64
}

type DebugData

type DebugData struct {
	Enabled bool
}

type DespawnableData

type DespawnableData struct {
	// Set when the unit first appears on-screen
	Spawned bool
}

type GameData

type GameData struct {
	Score    int
	Paused   bool
	GameOver bool
	Settings Settings
}

func MustFindGame

func MustFindGame(w donburi.World) *GameData

func (*GameData) AddScore

func (d *GameData) AddScore(score int)

type HealthData

type HealthData struct {
	Health      int
	JustDamaged bool
}

func (*HealthData) Damage

func (d *HealthData) Damage()

func (*HealthData) HideDamageIndicator

func (d *HealthData) HideDamageIndicator()

type InputData

type InputData struct {
	Disabled bool

	MoveUpKey    ebiten.Key
	MoveRightKey ebiten.Key
	MoveDownKey  ebiten.Key
	MoveLeftKey  ebiten.Key
	MoveSpeed    float64

	ShootKey ebiten.Key
}

type PlayerData

type PlayerData struct {
	Lives        int
	Respawning   bool
	RespawnTimer *engine.Timer
	ShootTimer   *engine.Timer
}

func (*PlayerData) AddLive

func (d *PlayerData) AddLive()

func (*PlayerData) Damage

func (d *PlayerData) Damage()

func (*PlayerData) WeaponCooldown

func (d *PlayerData) WeaponCooldown() time.Duration

type Settings

type Settings struct {
	ScreenWidth  int
	ScreenHeight int
}

type SpriteData

type SpriteData struct {
	Image *ebiten.Image
	Layer SpriteLayer
	Pivot SpritePivot

	// The original rotation of the sprite
	// "Facing right" is considered 0 degrees
	OriginalRotation float64

	Hidden bool

	ColorOverride *ColorOverride
}

func (*SpriteData) Hide

func (s *SpriteData) Hide()

func (*SpriteData) Show

func (s *SpriteData) Show()

type SpriteLayer

type SpriteLayer int
const (
	SpriteLayerBackground SpriteLayer = iota
	SpriteLayerCollectibles
	SpriteLayerCharacters
	SpriteLayerIndicators
)

type SpritePivot

type SpritePivot int
const (
	SpritePivotCenter SpritePivot = iota
	SpritePivotTopLeft
)

type VelocityData

type VelocityData struct {
	Velocity         math.Vec2
	RotationVelocity float64
}

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