Documentation ¶
Index ¶
- func AnchorTxt(txt *text.Text, pos pixel.Vec, anchorX AnchorX, anchorY AnchorY, desc string)
- func AtlasASCII() *text.Atlas
- func Direction(from, to pixel.Vec) (dirVecNormalized pixel.Vec)
- func ItfsToStrs(itfs []interface{}) (strs []string)
- func LoadPicture(_bytes []byte) (pixel.Picture, error)
- func LoadPictureFromFile(path string) (pixel.Picture, error)
- func LoadTrueTypeFont(bytes []byte, size float64) (font.Face, error)
- func LoadTrueTypeFontFromFile(path string, size float64) (font.Face, error)
- func NewAtlas(nameAssetTTF string, size float64, runeSet []rune) *text.Atlas
- func NewSprite(nameAsset string) *pixel.Sprite
- func RandomNiceColor() pixel.RGBA
- func VerticesOfRect(r pixel.Rect) []pixel.Vec
- type Aim
- type AnchorX
- type AnchorY
- type Camera
- func (camera Camera) Angle() float64
- func (camera *Camera) Move(distance pixel.Vec)
- func (camera *Camera) MoveTo(posAim pixel.Vec)
- func (camera *Camera) Rotate(degree float64)
- func (camera *Camera) SetScreenBound(screenBound pixel.Rect)
- func (camera Camera) Transform() pixel.Matrix
- func (camera Camera) Unproject(screenPosition pixel.Vec) (gamePosition pixel.Vec)
- func (camera *Camera) Update(dt float64)
- func (camera Camera) XY() pixel.Vec
- func (camera Camera) XYZ() (float64, float64, float64)
- func (camera Camera) Z() float64
- func (camera *Camera) Zoom(byLevel float64)
- type DtWatch
- func (watch *DtWatch) Dt() (deltaTimeInSeconds float64)
- func (watch *DtWatch) DtNano() (deltaTimeInNanosec time.Duration)
- func (watch DtWatch) DtSinceStart() (deltaTimeInSeconds float64)
- func (watch DtWatch) GetTimeStarted() time.Time
- func (watch DtWatch) IsStarted() bool
- func (watch *DtWatch) SetTimeStarted(t time.Time)
- func (watch *DtWatch) Start()
- type Explosions
- type FPSWatch
- type Galaxy
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func AtlasASCII ¶
AtlasASCII returns an atlas which allows you to draw only ASCII characters. Atlas is a set of generated textures for glyphs in a specific font.
func Direction ¶
Direction returns a direction as a normalized vector. This vector always has a length of 1.
func ItfsToStrs ¶
func ItfsToStrs(itfs []interface{}) (strs []string)
ItfsToStrs converts []interface{} to []string.
func LoadPicture ¶
LoadPicture decodes an image that has been encoded in a registered format. (png, jpg, etc.) Format registration is typically done by an init function in the codec-specific package. (with underscore import)
func LoadPictureFromFile ¶
LoadPictureFromFile decodes an image that has been encoded in a registered format. (png, jpg, etc.) Format registration is typically done by an init function in the codec-specific package. (with underscore import)
func LoadTrueTypeFont ¶
LoadTrueTypeFont creates and returns a font face.
func LoadTrueTypeFontFromFile ¶
LoadTrueTypeFontFromFile creates and returns a font face.
func NewAtlas ¶
NewAtlas newly loads and prepares a set of images of characters or symbols to be drawn. Arg runeSet would be set to nil if non-ASCII characters are not in use.
func NewSprite ¶
NewSprite converts an asset (resource) into a sprite. Returns nil if there is an error. AssetNames() or AssetDir() might be helpful when utilizing this function.
func RandomNiceColor ¶
RandomNiceColor from Platformer. Is not completely random without rand.Seed().
Types ¶
type Camera ¶
type Camera struct {
// contains filtered or unexported fields
}
Camera is a tool to get the screen center to be able to follow a certain point on a plane.
func (*Camera) SetScreenBound ¶
SetScreenBound of a camera.
func (Camera) Transform ¶
Transform returns a transformation matrix of a camera. Use Transform().Project() to convert a game position to a screen position. To do the inverse operation, it is recommended to use Camera#Unproject() rather than Transform().Unproject()
func (Camera) Unproject ¶
Unproject converts a screen position to a game position. This method is a replacement of Transform().Unproject() which might return a bit off position.
func (*Camera) Update ¶
Update a camera's current physical state (physics) by calculating coordinates X, Y, Z and its angle after delta time in seconds.
type DtWatch ¶
type DtWatch struct {
// contains filtered or unexported fields
}
DtWatch is a delta time checker.
func (*DtWatch) Dt ¶
Dt since last Dt() or DtNano(). .Start() must be called prior to calling this method.
func (*DtWatch) DtNano ¶
DtNano since last Dt() or DtNano(). It returns a time instance with nanosecond precision. .Start() must be called prior to calling this method.
func (DtWatch) DtSinceStart ¶
DtSinceStart is dt since last Start(). .Start() must be called prior to calling this method.
func (DtWatch) GetTimeStarted ¶
GetTimeStarted gets the time it started. .Start() must be called prior to calling this method.
func (DtWatch) IsStarted ¶
IsStarted () determines whether it has started or not. .Start() is <not> required in order to call this method.
func (*DtWatch) SetTimeStarted ¶
SetTimeStarted sets the time it started. .Start() must be called prior to calling this method.
type Explosions ¶
type Explosions struct {
// contains filtered or unexported fields
}
Explosions is an imdraw and a manager of all particles.
func NewExplosions ¶
func NewExplosions(width, height float64, colors []color.Color, precision int) *Explosions
NewExplosions is a constructor. The 3rd argument colors can be nil. Then it will use its default value of a color set.
func (*Explosions) Draw ¶
func (e *Explosions) Draw(t pixel.Target)
Draw guarantees the thread safety, though it's not a necessary condition. It is quite dangerous to access this struct's member (imdraw) directly from outside these methods.
func (*Explosions) ExplodeAt ¶
func (e *Explosions) ExplodeAt(pos, vel pixel.Vec)
ExplodeAt generates an explosion at given point.
func (Explosions) IsExploding ¶
func (e Explosions) IsExploding() bool
IsExploding determines whether this Explosions is about to be updated or not. Pass lock by value warning from (e Explosions) should be ignored, because an Explosions here is just passed as a read only argument.
func (*Explosions) SetBound ¶
func (e *Explosions) SetBound(width, height float64)
SetBound of particles. All particles bounce when they meet this bound.
func (*Explosions) Update ¶
func (e *Explosions) Update(dt float64)
Update animates an Explosions. An Explosions is drawn on an imdraw.
type FPSWatch ¶
type FPSWatch struct {
// contains filtered or unexported fields
}
FPSWatch measures the real-time frame rates and displays it on a target canvas.
func NewFPSWatch ¶
func NewFPSWatch( additionalCaption string, _pos pixel.Vec, _anchorY AnchorY, _anchorX AnchorX, _colorBg, _colorTxt color.Color, ) (watch *FPSWatch)
NewFPSWatch is a constructor.
func NewFPSWatchSimple ¶
NewFPSWatchSimple is a constructor.
func (FPSWatch) GetFPS ¶
GetFPS returns the most recent FPS recorded. A non-ptr FPSWatch as a read only argument passes lock by value within itself but that seems totally fine.
func (*FPSWatch) Poll ¶
func (watch *FPSWatch) Poll()
Poll () should be called only once and in every single frame. (Obligatory) This is an extended behavior of Update() like funcs.
type Galaxy ¶
type Galaxy struct {
// contains filtered or unexported fields
}
Galaxy is an imd of stars.
func (*Galaxy) Draw ¶
Draw guarantees the thread safety, though it's not a necessary condition. It is quite dangerous to access this struct's member (imdraw) directly from outside these methods.