Documentation ¶
Index ¶
- func DrawFSR(sourceImg *ebiten.Image, scale float64) *ebiten.Image
- func NewUIResources(m *DemoMenu) (*uiResources, error)
- type DemoMenu
- type EntityCollision
- type Game
- func (g *Game) Crouch()
- func (g *Game) Draw(screen *ebiten.Image)
- func (g *Game) IsStanding() bool
- func (g *Game) Jump()
- func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int)
- func (g *Game) Move(mSpeed float64)
- func (g *Game) Pitch(pSpeed float64)
- func (g *Game) Prone()
- func (g *Game) Rotate(rSpeed float64)
- func (g *Game) Run()
- func (g *Game) SaveConfig() error
- func (g *Game) Stand()
- func (g *Game) Strafe(sSpeed float64)
- func (g *Game) Update() error
- type MenuAspectRatio
- type MenuResolution
- type MouseMode
- type TextureHandler
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func DrawFSR ¶
func DrawFSR(sourceImg *ebiten.Image, scale float64) *ebiten.Image
Courtesy of Zyko! - https://gist.github.com/Zyko0/0b9244d6780eeb2337162c6dbdf9b787
func NewUIResources ¶
Types ¶
type EntityCollision ¶
type EntityCollision struct {
// contains filtered or unexported fields
}
type Game ¶
type Game struct {
// contains filtered or unexported fields
}
Game - This is the main type for your game.
func NewGame ¶
func NewGame() *Game
NewGame - Allows the game to perform any initialization it needs to before starting to run. This is where it can query for any required services and load any non-graphic related content. Calling base.Initialize will enumerate through any components and initialize them as well.
func (*Game) Draw ¶
func (g *Game) Draw(screen *ebiten.Image)
Draw draws the game screen. Draw is called every frame (typically 1/60[s] for 60Hz display).
func (*Game) IsStanding ¶
func (*Game) Layout ¶
Layout takes the outside size (e.g., the window size) and returns the (logical) screen size. If you don't have to adjust the screen size with the outside size, just return a fixed size.
func (*Game) SaveConfig ¶
type MenuAspectRatio ¶
type MenuAspectRatio struct {
// contains filtered or unexported fields
}
type MenuResolution ¶
type MenuResolution struct {
// contains filtered or unexported fields
}
func (MenuResolution) String ¶
func (r MenuResolution) String() string
type TextureHandler ¶
type TextureHandler struct {
// contains filtered or unexported fields
}
func NewTextureHandler ¶
func NewTextureHandler(mapObj *model.Map, textureCapacity int) *TextureHandler
func (*TextureHandler) FloorTextureAt ¶
func (t *TextureHandler) FloorTextureAt(x, y int) *image.RGBA
func (*TextureHandler) TextureAt ¶
func (t *TextureHandler) TextureAt(x, y, levelNum, side int) *ebiten.Image