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Constants ¶
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const ( // Paused is a state that represents the game is paused. Paused = CurrentState(iota) // Running is a state that represents the game is running. Running )
Variables ¶
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Functions ¶
This section is empty.
Types ¶
type CurrentState ¶
type CurrentState int
CurrentState is a type that represents the current state of the game.
type ReplayState ¶
type ReplayState struct { // Map is a map of the game. Map *ingame.Map // EnemyToCall is a map of enemies that can be called. EnemyToCall map[string]*config.Enemy // TowerToBuy is a map of towers that can be bought. TowerToBuy map[string]*config.Tower // Ended is a flag that represents if the game is ended. Ended bool // State is a current state of the game. State CurrentState // UI is a UI of the game. UI *ebitenui.UI // CurrentWave is a number of the current wave. CurrentWave int // GameRule is a game rule of the game. GameRule ingame.GameRule // Time is a time of the game. Time general.Frames // PlayerMapState is a state of the player on the map. PlayerMapState ingame.PlayerMapState // contains filtered or unexported fields }
ReplayState is a struct that represents the state of the game.
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