Documentation ¶
Index ¶
- func New(actor string, y, x int, ctor CreateFunc, interact InteractFunc) game.Actor
- type Combat
- func (c *Combat) Ability() game.Ability
- func (c *Combat) AddExp(e int) int
- func (c *Combat) AddGlitch(g game.GlitchActor)
- func (c *Combat) ApplyBoost(pen, fire, inte int) (int, int, int)
- func (c *Combat) ApplyDamage(pen, fire, inte int) (rpen, rfire, rinte int)
- func (c *Combat) Capture()
- func (c *Combat) Captured() bool
- func (c *Combat) ClearPenalties()
- func (c *Combat) CurrentGlitch() game.GlitchActor
- func (c *Combat) CurrentStats() (int, int, int)
- func (c *Combat) Exp() int
- func (c *Combat) ExpValue() int
- func (c *Combat) Glitches() []game.GlitchActor
- func (c *Combat) HasGlitch() bool
- func (c *Combat) Kill()
- func (c *Combat) Killed() bool
- func (c *Combat) Level() int
- func (c *Combat) MaxStats() (int, int, int)
- func (c *Combat) Penalize(pen, fire, inte int)
- func (c *Combat) ReduceDamage(pen, fire, inte int) (rpen, rfire, rinte int)
- func (c *Combat) RemoveGlitch(g game.GlitchActor)
- func (c *Combat) RestoreStats()
- func (c *Combat) RollAttack() int
- func (c *Combat) RollBoost() (int, int, int)
- func (c *Combat) SetAbility(a game.Ability)
- func (c *Combat) SetGlitch(g game.GlitchActor)
- func (c *Combat) SetLevel(l int)
- func (c *Combat) SetStats(pen, fire, inte int)
- type CreateFunc
- type Glitch
- func (g *Glitch) Ability() *game.Ability
- func (g *Glitch) Blocks() bool
- func (g *Glitch) Command(cmd commands.Command)
- func (g *Glitch) Draw(screen *ebiten.Image, r *game.Room, geom ebiten.GeoM, drawMode game.DrawMode)
- func (g *Glitch) DrawPost(screen, post *ebiten.Image, r *game.Room, geom ebiten.GeoM, ...)
- func (g *Glitch) Ghosting() bool
- func (g *Glitch) Glitch() bool
- func (g *Glitch) Hover(h bool)
- func (g *Glitch) Hovered() bool
- func (g *Glitch) Input(in inputs.Input) bool
- func (g *Glitch) Interact(w *game.World, r *game.Room, o game.Actor) commands.Command
- func (g *Glitch) Name() string
- func (g *Glitch) Position() (int, int, int)
- func (g *Glitch) Ready() bool
- func (g *Glitch) SetAbility(a *game.Ability)
- func (g *Glitch) SetBlocks(b bool)
- func (g *Glitch) SetGhosting(b bool)
- func (g *Glitch) SetName(s string)
- func (g *Glitch) SetPosition(x, y, z int)
- func (g *Glitch) SetReady(r bool)
- func (g *Glitch) SetTag(s string)
- func (g *Glitch) SpriteStack() *game.SpriteStack
- func (g *Glitch) Tag() string
- func (g *Glitch) TakeTurn() (cmd commands.Command)
- func (g *Glitch) Update(room *game.Room) (cmd commands.Command)
- type InteractFunc
- type Interactable
- func (p *Interactable) Blocks() bool
- func (p *Interactable) Command(cmd commands.Command)
- func (p *Interactable) Draw(screen *ebiten.Image, r *game.Room, geom ebiten.GeoM, drawMode game.DrawMode)
- func (p *Interactable) DrawPost(screen, post *ebiten.Image, r *game.Room, geom ebiten.GeoM, ...)
- func (p *Interactable) Ghosting() bool
- func (p *Interactable) Glitch() bool
- func (p *Interactable) Hover(h bool)
- func (p *Interactable) Hovered() bool
- func (p *Interactable) Input(in inputs.Input) bool
- func (p *Interactable) Interact(w *game.World, r *game.Room, o game.Actor) commands.Command
- func (p *Interactable) Name() string
- func (p *Interactable) Position() (int, int, int)
- func (p *Interactable) Ready() bool
- func (p *Interactable) SetBlocks(b bool)
- func (p *Interactable) SetGhosting(b bool)
- func (p *Interactable) SetName(s string)
- func (p *Interactable) SetPosition(x, y, z int)
- func (p *Interactable) SetReady(r bool)
- func (p *Interactable) SetTag(s string)
- func (p *Interactable) SpriteStack() *game.SpriteStack
- func (p *Interactable) Tag() string
- func (p *Interactable) TakeTurn() (cmd commands.Command)
- func (p *Interactable) Update(room *game.Room) (cmd commands.Command)
- type Player
- func (p *Player) Blocks() bool
- func (p *Player) Command(cmd commands.Command)
- func (p *Player) Draw(screen *ebiten.Image, r *game.Room, geom ebiten.GeoM, drawMode game.DrawMode)
- func (p *Player) DrawPost(screen, post *ebiten.Image, r *game.Room, geom ebiten.GeoM, ...)
- func (p *Player) Ghosting() bool
- func (p *Player) Glitch() bool
- func (p *Player) Hover(h bool)
- func (p *Player) Hovered() bool
- func (p *Player) Input(in inputs.Input) bool
- func (p *Player) Interact(w *game.World, r *game.Room, o game.Actor) commands.Command
- func (p *Player) Name() string
- func (p *Player) Position() (int, int, int)
- func (p *Player) Ready() bool
- func (p *Player) SetBlocks(b bool)
- func (p *Player) SetGhosting(b bool)
- func (p *Player) SetName(s string)
- func (p *Player) SetPosition(x, y, z int)
- func (p *Player) SetReady(r bool)
- func (p *Player) SetTag(s string)
- func (p *Player) SpriteStack() *game.SpriteStack
- func (p *Player) Tag() string
- func (p *Player) TakeTurn() (cmd commands.Command)
- func (p *Player) Update(room *game.Room) (cmd commands.Command)
- type WarpEffect
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func New ¶
func New(actor string, y, x int, ctor CreateFunc, interact InteractFunc) game.Actor
Types ¶
type Combat ¶
type Combat struct {
// contains filtered or unexported fields
}
func (*Combat) AddGlitch ¶
func (c *Combat) AddGlitch(g game.GlitchActor)
func (*Combat) ApplyDamage ¶
func (*Combat) ClearPenalties ¶
func (c *Combat) ClearPenalties()
func (*Combat) CurrentGlitch ¶
func (c *Combat) CurrentGlitch() game.GlitchActor
func (*Combat) Glitches ¶
func (c *Combat) Glitches() []game.GlitchActor
func (*Combat) ReduceDamage ¶
func (*Combat) RemoveGlitch ¶
func (c *Combat) RemoveGlitch(g game.GlitchActor)
func (*Combat) RestoreStats ¶
func (c *Combat) RestoreStats()
func (*Combat) RollAttack ¶
func (*Combat) SetAbility ¶
func (*Combat) SetGlitch ¶
func (c *Combat) SetGlitch(g game.GlitchActor)
type CreateFunc ¶
type Glitch ¶
type Glitch struct { Combat X, Y int Z int Target game.Actor Skews bool Floats bool Wanders bool // contains filtered or unexported fields }
func (*Glitch) SetAbility ¶
func (*Glitch) SetGhosting ¶
func (*Glitch) SetPosition ¶
func (*Glitch) SpriteStack ¶
func (g *Glitch) SpriteStack() *game.SpriteStack
type InteractFunc ¶
type Interactable ¶
type Interactable struct {
X, Y int
// contains filtered or unexported fields
}
func (*Interactable) Blocks ¶
func (p *Interactable) Blocks() bool
func (*Interactable) Command ¶
func (p *Interactable) Command(cmd commands.Command)
func (*Interactable) Draw ¶
func (p *Interactable) Draw(screen *ebiten.Image, r *game.Room, geom ebiten.GeoM, drawMode game.DrawMode)
func (*Interactable) DrawPost ¶
func (p *Interactable) DrawPost(screen, post *ebiten.Image, r *game.Room, geom ebiten.GeoM, drawMode game.DrawMode)
func (*Interactable) Ghosting ¶
func (p *Interactable) Ghosting() bool
func (*Interactable) Glitch ¶
func (p *Interactable) Glitch() bool
func (*Interactable) Hover ¶
func (p *Interactable) Hover(h bool)
func (*Interactable) Hovered ¶
func (p *Interactable) Hovered() bool
func (*Interactable) Name ¶
func (p *Interactable) Name() string
func (*Interactable) Ready ¶
func (p *Interactable) Ready() bool
func (*Interactable) SetBlocks ¶
func (p *Interactable) SetBlocks(b bool)
func (*Interactable) SetGhosting ¶
func (p *Interactable) SetGhosting(b bool)
func (*Interactable) SetName ¶
func (p *Interactable) SetName(s string)
func (*Interactable) SetPosition ¶
func (p *Interactable) SetPosition(x, y, z int)
func (*Interactable) SetReady ¶
func (p *Interactable) SetReady(r bool)
func (*Interactable) SetTag ¶
func (p *Interactable) SetTag(s string)
func (*Interactable) SpriteStack ¶
func (p *Interactable) SpriteStack() *game.SpriteStack
func (*Interactable) Tag ¶
func (p *Interactable) Tag() string
func (*Interactable) TakeTurn ¶
func (p *Interactable) TakeTurn() (cmd commands.Command)
type Player ¶
func (*Player) SetGhosting ¶
func (*Player) SetPosition ¶
func (*Player) SpriteStack ¶
func (p *Player) SpriteStack() *game.SpriteStack
type WarpEffect ¶
type WarpEffect struct {
// contains filtered or unexported fields
}
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