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Index ¶
Constants ¶
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const ( Swamp Tile = iota // layer 1 Soil // Stone // Sand // Sea // Magma // Ice // Grass // Tree // layer 2 Road // layer 4 Room // Wall // Window // Door // Fog // layer 3 Smoke // Tile_Count int = iota )
Variables ¶
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var TileScrollAttrib = [Tile_Count]struct { Texture bool SrcXBiasAxis int // 0-2 in bias AniXSpeed float64 SrcYBiasAxis int // 0-2 in bias AniYSpeed float64 }{ Fog: {true, 0, 64, 1, 64}, Smoke: {true, 0, 48, 1, 48}, Magma: {true, 2, 64, 0, 64}, Swamp: {true, 0, 48, 2, 48}, Sea: {true, 0, 24, 2, 24}, Ice: {true, 0, 8, 2, 8}, Grass: {true, 1, 8, 2, 8}, Tree: {true, 1, 4, 2, 4}, Sand: {true, 0, 8, 1, 8}, Soil: {true, 0, 2, 1, 2}, Stone: {true, 0, 1, 1, 1}, Road: {true, 0, 0, 0, 0}, Room: {true, 0, 0, 0, 0}, Wall: {false, 0, 0, 0, 0}, Window: {false, 0, 0, 0, 0}, Door: {false, 0, 0, 0, 0}, }
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var TileShadowAttrib = [Tile_Count]struct { Cast bool Receive bool }{ Swamp: {false, true}, Soil: {false, true}, Stone: {false, true}, Sand: {false, true}, Sea: {false, true}, Magma: {false, true}, Ice: {false, true}, Grass: {false, true}, Tree: {true, false}, Road: {false, true}, Room: {false, true}, Wall: {true, false}, Window: {false, false}, Door: {false, false}, Fog: {false, false}, Smoke: {false, false}, }
Functions ¶
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Types ¶
type ObjOnTile_Type ¶
type ObjOnTile_Type uint8
const ( ObjOnTile_0 ObjOnTile_Type = iota // forbid place obj ObjOnTile_1 // can place a obj, can battle ObjOnTile_N // can place multiful obj, cannot battle )
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