internal

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Published: Feb 28, 2024 License: MIT Imports: 8 Imported by: 0

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Overview

Copyright (c) 2024 Sebastian Kroczek <me@xbug.de>

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

Index

Constants

This section is empty.

Variables

View Source
var (
	Quit = fmt.Errorf("quit game")
)

Functions

This section is empty.

Types

type Game

type Game struct {
	GameConfiguration
	// contains filtered or unexported fields
}

func NewGame

func NewGame(screenWidth, screenHeight int, cnf GameConfiguration) *Game

func (*Game) Draw

func (g *Game) Draw(screen *ebiten.Image)

func (*Game) Layout

func (g *Game) Layout(_, _ int) (int, int)

func (*Game) Update

func (g *Game) Update() error

type GameConfiguration

type GameConfiguration struct {
	simulation.SimulationConfig
	// contains filtered or unexported fields
}

func NewGameConfiguration

func NewGameConfiguration() *GameConfiguration

type GameOption

type GameOption func(*GameConfiguration)

func StartImmediately

func StartImmediately() GameOption

type GameState

type GameState int
const (
	// GameStateStart is the initial state of the game
	GameStateStart GameState = iota
	// GameStateStartSimulation is the state when the game is starting
	GameStateStartSimulation
	// GameStateRunning is the state when the game is running
	GameStateRunning
	// GameStatePaused is the state when the game is paused
	GameStatePaused
	// GameStateEnd is the state when the game is over
	GameStateEnd
)

define the game states

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