Documentation
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Index ¶
Constants ¶
This section is empty.
Variables ¶
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var Bounds = donburi.NewComponentType[BoundsData]()
Bounds indicates that the entity can't move of out the screen.
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var Collider = donburi.NewComponentType[ColliderData]()
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var Debug = donburi.NewComponentType[DebugData]()
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var Despawnable = donburi.NewComponentType[DespawnableData]()
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var Game = donburi.NewComponentType[GameData]()
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var Health = donburi.NewComponentType[HealthData](HealthData{})
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var Input = donburi.NewComponentType[InputData]()
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var Player = donburi.NewComponentType[PlayerData]()
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var (
PlayerCharacter = donburi.NewTag()
)
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var Sprite = donburi.NewComponentType[SpriteData]()
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var Velocity = donburi.NewComponentType[VelocityData]()
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 DespawnableData ¶
type DespawnableData struct { // Set when the unit first appears on-screen Spawned bool }
type GameData ¶
func MustFindGame ¶
type HealthData ¶
func (*HealthData) Damage ¶
func (d *HealthData) Damage()
func (*HealthData) HideDamageIndicator ¶
func (d *HealthData) HideDamageIndicator()
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 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 ¶
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