Documentation ¶
Overview ¶
Package embark provides a Manager type to display a configuration mode to the player where they can design a squad to start a run with.
Index ¶
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Archive ¶
type Archive interface { Profession(profession string) *game.ProfessionDetails Names() map[string][]string Appearance(profession string, sex game.CharacterSex, hair string, skin string) *game.Appearance HairVariations() []string SkinVariations() []string PedestalAppearances(sinister bool) []int }
Archive is what is required by embark of any archive data provider.
type CharacterSheetData ¶
type CharacterSheetData struct { Name string Profession string Lvl int Sex string Background string BackgroundX int BackgroundY int Portrait string PortraitX int PortraitY int OverlayFrame string OverlayFrameX int OverlayFrameY int Prep int AP int Strlvl string Agilvl string Intlvl string Vitlvl string Masteries []string HandleCancel func(string) HandleAction func(string) ActionButton string }
func AsCharacterSheetData ¶
func AsCharacterSheetData(char *game.Character, equip *item.Equipment, prof *game.ProfessionDetails, app *game.Appearance) CharacterSheetData
type Embarked ¶
type Embarked struct { }
Embarked is the event that occurs when the embark Manager has finished fading out.
type Embarking ¶
type Embarking struct {
Value bool
}
Embarking is a Component that stores whether a Character is embarking to go on an adventure, or will stay home in the village.
type Feature ¶
type Feature struct { Sprite game.Sprite // Coverage is a series of contiguous hexes that this feature also expands // over. One feature might not fit on a hex, so the way to describe which // other hexes it also requires to fit is by traversing the geometry // directions, and collecting the hexes traversed. Coverage []geom.DirectionType // PathConnect is the series of steps required to get from the anchor point // of this Feature (the lowest Y coordinate), to the hex that connects to a // roadway. PathConnect []geom.DirectionType }
Feature is something that appears on the embark screen, like a house or other doodad.
type Manager ¶
type Manager struct {
// contains filtered or unexported fields
}
Manager holds state and provides methods to control that state for an embark screen. This screen allows the player to configure the Characters they will start their run with.
func NewManager ¶
NewManager creates a new Manager in a default state. You should call Begin to start the Manager.
type SquadSelected ¶
type SquadSelected struct { }
SquadSelected occurs when the player has finished configuring their squad and is ready to embark on a new run.