Documentation ¶
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 ¶
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
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