Documentation ¶
Index ¶
- Variables
- func FPSCounter(fps *ecs.Entity, width int)
- func NewAmbientLight(e *ecs.Entity)
- func NewBarricade(e *ecs.Entity, x, y float64)
- func NewBigTank(tank *ecs.Entity, x float64, y float64)
- func NewBullet(e *ecs.Entity, x, y float64)
- func NewCircleLight(e *ecs.Entity, x, y float64)
- func NewCircleLightWithColor(e *ecs.Entity, x, y float64, clr lib.Color)
- func NewCrate(e *ecs.Entity, x, y float64)
- func NewCrateMetal(e *ecs.Entity, x, y float64)
- func NewDrum(e *ecs.Entity, x, y float64)
- func NewExplosion(e *ecs.Entity, s resource.SpriteSheet, l resource.SpriteSheet, x, y int) *ecs.Entity
- func NewLightSpritesheet() resource.SpriteSheet
- func NewMap(e *ecs.Entity, tilemap Tilemap, w int, h int)
- func NewOilSpill(e *ecs.Entity, x, y float64)
- func NewPointLight(e *ecs.Entity, x, y float64)
- func NewTank(tank *ecs.Entity)
- func NewTankWithPosition(tank *ecs.Entity, x, y float64)
- func NewTree(e *ecs.Entity, x, y float64)
- type Game
- type GameScene
- type GameSceneWithCamera
- type Scene
- type State
- type Tilemap
Constants ¶
This section is empty.
Variables ¶
View Source
var ( DEFAULT_COLOR = lib.Color{255, 255, 255, 255} // white MUTED_COLOR = lib.Color{128, 128, 128, 128} // gray )
Functions ¶
func FPSCounter ¶
func NewAmbientLight ¶
func NewBarricade ¶
func NewCircleLight ¶
func NewCircleLightWithColor ¶
func NewCrateMetal ¶
func NewExplosion ¶
func NewExplosion(e *ecs.Entity, s resource.SpriteSheet, l resource.SpriteSheet, x, y int) *ecs.Entity
func NewLightSpritesheet ¶
func NewLightSpritesheet() resource.SpriteSheet
func NewOilSpill ¶
func NewPointLight ¶
func NewTankWithPosition ¶
Types ¶
type Game ¶
type Game struct { Resources resources.ResourceManager SoundMixer sound.Mixer ScreenWidth int ScreenHeight int // contains filtered or unexported fields }
Game is the shell of a game and is a meant to be used as a container for scenes
func (*Game) WindowSize ¶
type GameScene ¶
type GameScene struct { Systems []ecs.System EntityManager ecs.EntityManager }
func (*GameScene) HandleInput ¶
func (s *GameScene) HandleInput()
type GameSceneWithCamera ¶
type GameSceneWithCamera struct { Systems []ecs.System EntityManager ecs.EntityManager Camera camera.Camera // contains filtered or unexported fields }
func (*GameSceneWithCamera) Draw ¶
func (s *GameSceneWithCamera) Draw(screen *ebiten.Image)
func (*GameSceneWithCamera) HandleInput ¶
func (s *GameSceneWithCamera) HandleInput()
func (*GameSceneWithCamera) Init ¶
func (s *GameSceneWithCamera) Init() error
func (*GameSceneWithCamera) Update ¶
func (s *GameSceneWithCamera) Update() error
Source Files ¶
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