Documentation ¶
Index ¶
- type Checkpoint
- type CheckpointTarget
- func (c *CheckpointTarget) Despawn()
- func (c *CheckpointTarget) SetState(originator, predecessor *engine.Entity, state bool)
- func (c *CheckpointTarget) Spawn(w *engine.World, sp *level.SpawnableProps, e *engine.Entity) error
- func (c *CheckpointTarget) Touch(other *engine.Entity)
- func (c *CheckpointTarget) Update()
Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type Checkpoint ¶
type Checkpoint struct { mixins.NonSolidTouchable CheckpointTarget }
Checkpoint remembers that it was hit and allows spawning from there again. Also displays a text.
func (*Checkpoint) Spawn ¶
func (c *Checkpoint) Spawn(w *engine.World, sp *level.SpawnableProps, e *engine.Entity) error
func (*Checkpoint) Touch ¶
func (c *Checkpoint) Touch(other *engine.Entity)
func (*Checkpoint) Update ¶ added in v1.0.59
func (c *Checkpoint) Update()
type CheckpointTarget ¶ added in v1.0.59
type CheckpointTarget struct { World *engine.World Entity *engine.Entity Text string Music string Flipped bool Inactive bool VVVVVV bool VVVVVVOnGroundVec m.Delta Sound *sound.Sound }
CheckpointTarget remembers that it was activated and allows spawning from there again. Also displays a text.
func (*CheckpointTarget) Despawn ¶ added in v1.0.59
func (c *CheckpointTarget) Despawn()
func (*CheckpointTarget) SetState ¶ added in v1.0.59
func (c *CheckpointTarget) SetState(originator, predecessor *engine.Entity, state bool)
func (*CheckpointTarget) Spawn ¶ added in v1.0.59
func (c *CheckpointTarget) Spawn(w *engine.World, sp *level.SpawnableProps, e *engine.Entity) error
func (*CheckpointTarget) Touch ¶ added in v1.0.59
func (c *CheckpointTarget) Touch(other *engine.Entity)
func (*CheckpointTarget) Update ¶ added in v1.0.59
func (c *CheckpointTarget) Update()
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