Documentation ¶
Overview ¶
Package oak is a game engine. It provides scene control, control over windows and what is drawn to them, propagates regular events to evaluate game logic, and so on.
Index ¶
- Constants
- Variables
- func AddCommand(s string, fn func([]string))
- func AddScene(name string, start SceneStart, loop SceneUpdate, end SceneEnd) error
- func BindKey(key string, binding string)
- func ChangeWindow(width, height int)
- func FramesElapsed() int
- func GetKeyBind(key string) string
- func GetScreen() *image.RGBA
- func Init(firstScene string)
- func IsDown(key string) (k bool)
- func IsHeld(key string) (k bool, d time.Duration)
- func LoadConf(filePath string) error
- func LoadConfData(r io.Reader) error
- func SeedRNG(inSeed int64)
- func SetBinaryPayload(payloadFn func(string) ([]byte, error), dirFn func(string) ([]string, error))
- func SetLang(s string)
- func SetScreen(x, y int)
- func SetViewportBounds(x1, y1, x2, y2 int)
- func TransitionFade(rate float32, frames int) func(*image.RGBA, int) bool
- type Assets
- type Config
- type Debug
- type Font
- type Language
- type Scene
- type SceneEnd
- type SceneResult
- type SceneStart
- type SceneUpdate
- type Screen
Constants ¶
const ( // DefaultSeed is a key int64 sent in to SeedRNG // used to indicate that the seed function should just // do the default operation for seeding, using the current // time. DefaultSeed int64 = iota )
Variables ¶
var ( // ScreenWidth is the width of the screen ScreenWidth int // ScreenHeight is the height of the screen ScreenHeight int // FrameRate is the current logical frame rate. // Changing this won't directly effect frame rate, that // requires changing the LogicTicker, but it will take // effect next scene FrameRate int // DrawFrameRate is the unused equivalent to FrameRate DrawFrameRate int // CurrentScene is the scene currently running in oak CurrentScene string )
var ( // DrawTicker is an unused parallel to LogicTicker to set the draw framerate DrawTicker *timing.DynamicTicker )
var ( // LoadingR is a renderable that is displayed during loading screens. LoadingR render.Renderable )
var ( // LogicTicker is exposed so that games can manually change the speed // at which EnterFrame events are produced LogicTicker *timing.DynamicTicker )
var ( // ViewPos represents the point in the world which the viewport is anchored at. ViewPos = image.Point{} )
Functions ¶
func AddCommand ¶
AddCommand adds a console command to call fn when 'c <s> <args>' is input to the console
func AddScene ¶
func AddScene(name string, start SceneStart, loop SceneUpdate, end SceneEnd) error
AddScene adds a scene with the given name and functions to the scene map
func ChangeWindow ¶
func ChangeWindow(width, height int)
ChangeWindow sets the width and height of the game window. But it doesn't.
func FramesElapsed ¶
func FramesElapsed() int
FramesElapsed returns the number of logical frames that have been processed in the current scene. This value is also passed in to all EnterFrame bindings.
func GetKeyBind ¶
GetKeyBind returns either whatever name has been bound to a key or the key if nothing has been bound to it.
func Init ¶
func Init(firstScene string)
Init initializes the oak engine. It spawns off an event loop of several goroutines and loops through scenes after initialization.
func LoadConf ¶
LoadConf loads a config file, that could exist inside oak's binary data storage (see fileutil), to SetupConfig
func LoadConfData ¶ added in v1.2.0
LoadConfData takes in an io.Reader and decodes it to SetupConfig
func SeedRNG ¶
func SeedRNG(inSeed int64)
SeedRNG seeds go's random number generator and logs the seed set to file.
func SetBinaryPayload ¶
SetBinaryPayload just sets some public fields on packages that require access to binary functions as alternatives to os file functions. This is no longer necessary, as a single package uses these now.
func SetScreen ¶
func SetScreen(x, y int)
SetScreen sends a signal to the draw loop to set the viewport to be at x,y
func SetViewportBounds ¶
func SetViewportBounds(x1, y1, x2, y2 int)
SetViewportBounds sets the minimum and maximum position of the viewport, including screen dimensions
Types ¶
type Assets ¶
type Assets struct { AssetPath string `json:"assetPath"` AudioPath string `json:"audioPath"` ImagePath string `json:"imagePath"` FontPath string `json:"fontPath"` }
Assets is a json type storing paths to different asset folders
type Config ¶ added in v1.0.3
type Config struct { Assets Assets `json:"assets"` Debug Debug `json:"debug"` Screen Screen `json:"screen"` Font Font `json:"font"` FrameRate int `json:"frameRate"` DrawFrameRate int `json:"drawFrameRate"` Language string `json:"language"` Title string `json:"title"` BatchLoad bool `json:"batchLoad"` GestureSupport bool `json:"gestureSupport"` DisableKeyhold bool `json:"disableKeyHold"` }
Config stores initialization settings for oak.
var ( // SetupConfig is the config struct read from at initialization time // when oak starts. When oak.Init() is called, the variables behind // SetupConfig are passed to their appropriate places in the engine, and // afterword the variable is unused. SetupConfig Config )
type Font ¶
type Font struct { Hinting string `json:"hinting"` Size float64 `json:"size"` DPI float64 `json:"dpi"` File string `json:"file"` Color string `json:"color"` }
Font is a json type storing the default font settings
type Language ¶
type Language int
Language is hypothetically something games might care about in their text
var ( // Lang is the current langugae Lang Language )
type Scene ¶
type Scene struct {
// contains filtered or unexported fields
}
A Scene is a set of functions defining what needs to happen when a scene starts, loops, and ends.
type SceneEnd ¶
type SceneEnd func() (string, *SceneResult)
SceneEnd is a function returning the next scene and a SceneResult
type SceneResult ¶
type SceneResult struct { NextSceneInput interface{} Transition transitionFunction }
A SceneResult is a set of options for what should be passed into the next scene and how the next scene should be transitioned to.
type SceneStart ¶
type SceneStart func(prevScene string, data interface{})
SceneStart is a function taking in a previous scene and a payload of data from the previous scene's end
type SceneUpdate ¶
type SceneUpdate func() bool
SceneUpdate is a function that returns whether or not the current scene should continue to loop.
Source Files ¶
Directories ¶
Path | Synopsis |
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Package alg stores useful algorithms and math functions
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Package alg stores useful algorithms and math functions |
intgeom
Package intgeom stores primitives for integer geometry
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Package intgeom stores primitives for integer geometry |
Package audio provides audio types, font types for filtering audio reactively, and channels to allow constant audio play signals to be restricted to play at variable frequencies.
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Package audio provides audio types, font types for filtering audio reactively, and channels to allow constant audio play signals to be restricted to play at variable frequencies. |
Package collision provides collision tree and space structures, raycasting utilities and hit detection functions on spaces.
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Package collision provides collision tree and space structures, raycasting utilities and hit detection functions on spaces. |
Package dlog provides logging functions with caller file and line information, logging levels and level and text filters.
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Package dlog provides logging functions with caller file and line information, logging levels and level and text filters. |
Package entities stores useful object and entity types, such as positions and renderables, collision spaces and renderables, and delta / speed vectors built into the above types.
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Package entities stores useful object and entity types, such as positions and renderables, collision spaces and renderables, and delta / speed vectors built into the above types. |
Package event propagates events through entities with given caller IDs.
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Package event propagates events through entities with given caller IDs. |
examples
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Package fileutil provides functionality to subvert os and ioutil calls when needed for particular operating systems (js) or runtimes (asset data packaged into a binary)
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Package fileutil provides functionality to subvert os and ioutil calls when needed for particular operating systems (js) or runtimes (asset data packaged into a binary) |
Package mouse handles the propagation of mouse events though clickable regions.
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Package mouse handles the propagation of mouse events though clickable regions. |
Package oakerr stores errors returned throughout oak.
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Package oakerr stores errors returned throughout oak. |
Package physics provides vector types and operations to perform math and simple physics on those types.
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Package physics provides vector types and operations to perform math and simple physics on those types. |
Package render provides several types of renderable entities which are used throughout the code base In addition to entities the package also provides utilities to load images from files and load images from parts of files (subsprites such as is used in sprite sheets) as well as draw them.
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Package render provides several types of renderable entities which are used throughout the code base In addition to entities the package also provides utilities to load images from files and load images from parts of files (subsprites such as is used in sprite sheets) as well as draw them. |
particle
Package particle provides options for generating renderable particle sources.
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Package particle provides options for generating renderable particle sources. |
Package shape provides types to satisfy the Shape interface, which allows for containment and outline checks on two dimensional shapes.
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Package shape provides types to satisfy the Shape interface, which allows for containment and outline checks on two dimensional shapes. |
Package timing provides utilities for time
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Package timing provides utilities for time |