actors

package
v0.0.0-...-cc63efc Latest Latest
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Published: Jan 17, 2024 License: GPL-3.0 Imports: 8 Imported by: 0

Documentation

Index

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) Ability

func (c *Combat) Ability() game.Ability

func (*Combat) AddExp

func (c *Combat) AddExp(e int) int

func (*Combat) AddGlitch

func (c *Combat) AddGlitch(g game.GlitchActor)

func (*Combat) ApplyBoost

func (c *Combat) ApplyBoost(pen, fire, inte int) (int, int, int)

func (*Combat) ApplyDamage

func (c *Combat) ApplyDamage(pen, fire, inte int) (rpen, rfire, rinte int)

func (*Combat) Capture

func (c *Combat) Capture()

func (*Combat) Captured

func (c *Combat) Captured() bool

func (*Combat) ClearPenalties

func (c *Combat) ClearPenalties()

func (*Combat) CurrentGlitch

func (c *Combat) CurrentGlitch() game.GlitchActor

func (*Combat) CurrentStats

func (c *Combat) CurrentStats() (int, int, int)

func (*Combat) Exp

func (c *Combat) Exp() int

func (*Combat) ExpValue

func (c *Combat) ExpValue() int

func (*Combat) Glitches

func (c *Combat) Glitches() []game.GlitchActor

func (*Combat) HasGlitch

func (c *Combat) HasGlitch() bool

func (*Combat) Kill

func (c *Combat) Kill()

func (*Combat) Killed

func (c *Combat) Killed() bool

func (*Combat) Level

func (c *Combat) Level() int

func (*Combat) MaxStats

func (c *Combat) MaxStats() (int, int, int)

func (*Combat) Penalize

func (c *Combat) Penalize(pen, fire, inte int)

func (*Combat) ReduceDamage

func (c *Combat) ReduceDamage(pen, fire, inte int) (rpen, rfire, rinte int)

func (*Combat) RemoveGlitch

func (c *Combat) RemoveGlitch(g game.GlitchActor)

func (*Combat) RestoreStats

func (c *Combat) RestoreStats()

func (*Combat) RollAttack

func (c *Combat) RollAttack() int

func (*Combat) RollBoost

func (c *Combat) RollBoost() (int, int, int)

func (*Combat) SetAbility

func (c *Combat) SetAbility(a game.Ability)

func (*Combat) SetGlitch

func (c *Combat) SetGlitch(g game.GlitchActor)

func (*Combat) SetLevel

func (c *Combat) SetLevel(l int)

func (*Combat) SetStats

func (c *Combat) SetStats(pen, fire, inte int)

type CreateFunc

type CreateFunc = func(s game.Actor)

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) Ability

func (g *Glitch) Ability() *game.Ability

func (*Glitch) Blocks

func (g *Glitch) Blocks() bool

func (*Glitch) Command

func (g *Glitch) Command(cmd commands.Command)

func (*Glitch) Draw

func (g *Glitch) Draw(screen *ebiten.Image, r *game.Room, geom ebiten.GeoM, drawMode game.DrawMode)

func (*Glitch) DrawPost

func (g *Glitch) DrawPost(screen, post *ebiten.Image, r *game.Room, geom ebiten.GeoM, drawMode game.DrawMode)

func (*Glitch) Ghosting

func (g *Glitch) Ghosting() bool

func (*Glitch) Glitch

func (g *Glitch) Glitch() bool

func (*Glitch) Hover

func (g *Glitch) Hover(h bool)

func (*Glitch) Hovered

func (g *Glitch) Hovered() bool

func (*Glitch) Input

func (g *Glitch) Input(in inputs.Input) bool

func (*Glitch) Interact

func (g *Glitch) Interact(w *game.World, r *game.Room, o game.Actor) commands.Command

func (*Glitch) Name

func (g *Glitch) Name() string

func (*Glitch) Position

func (g *Glitch) Position() (int, int, int)

func (*Glitch) Ready

func (g *Glitch) Ready() bool

func (*Glitch) SetAbility

func (g *Glitch) SetAbility(a *game.Ability)

func (*Glitch) SetBlocks

func (g *Glitch) SetBlocks(b bool)

func (*Glitch) SetGhosting

func (g *Glitch) SetGhosting(b bool)

func (*Glitch) SetName

func (g *Glitch) SetName(s string)

func (*Glitch) SetPosition

func (g *Glitch) SetPosition(x, y, z int)

func (*Glitch) SetReady

func (g *Glitch) SetReady(r bool)

func (*Glitch) SetTag

func (g *Glitch) SetTag(s string)

func (*Glitch) SpriteStack

func (g *Glitch) SpriteStack() *game.SpriteStack

func (*Glitch) Tag

func (g *Glitch) Tag() string

func (*Glitch) TakeTurn

func (g *Glitch) TakeTurn() (cmd commands.Command)

func (*Glitch) Update

func (g *Glitch) Update(room *game.Room) (cmd commands.Command)

type InteractFunc

type InteractFunc = func(w *game.World, r *game.Room, s, o game.Actor) commands.Command

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) Input

func (p *Interactable) Input(in inputs.Input) bool

func (*Interactable) Interact

func (p *Interactable) Interact(w *game.World, r *game.Room, o game.Actor) commands.Command

func (*Interactable) Name

func (p *Interactable) Name() string

func (*Interactable) Position

func (p *Interactable) Position() (int, int, int)

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)

func (*Interactable) Update

func (p *Interactable) Update(room *game.Room) (cmd commands.Command)

type Player

type Player struct {
	Combat
	X, Y int
	// contains filtered or unexported fields
}

func (*Player) Blocks

func (p *Player) Blocks() bool

func (*Player) Command

func (p *Player) Command(cmd commands.Command)

func (*Player) Draw

func (p *Player) Draw(screen *ebiten.Image, r *game.Room, geom ebiten.GeoM, drawMode game.DrawMode)

func (*Player) DrawPost

func (p *Player) DrawPost(screen, post *ebiten.Image, r *game.Room, geom ebiten.GeoM, drawMode game.DrawMode)

func (*Player) Ghosting

func (p *Player) Ghosting() bool

func (*Player) Glitch

func (p *Player) Glitch() bool

func (*Player) Hover

func (p *Player) Hover(h bool)

func (*Player) Hovered

func (p *Player) Hovered() bool

func (*Player) Input

func (p *Player) Input(in inputs.Input) bool

func (*Player) Interact

func (p *Player) Interact(w *game.World, r *game.Room, o game.Actor) commands.Command

func (*Player) Name

func (p *Player) Name() string

func (*Player) Position

func (p *Player) Position() (int, int, int)

func (*Player) Ready

func (p *Player) Ready() bool

func (*Player) SetBlocks

func (p *Player) SetBlocks(b bool)

func (*Player) SetGhosting

func (p *Player) SetGhosting(b bool)

func (*Player) SetName

func (p *Player) SetName(s string)

func (*Player) SetPosition

func (p *Player) SetPosition(x, y, z int)

func (*Player) SetReady

func (p *Player) SetReady(r bool)

func (*Player) SetTag

func (p *Player) SetTag(s string)

func (*Player) SpriteStack

func (p *Player) SpriteStack() *game.SpriteStack

func (*Player) Tag

func (p *Player) Tag() string

func (*Player) TakeTurn

func (p *Player) TakeTurn() (cmd commands.Command)

func (*Player) Update

func (p *Player) Update(room *game.Room) (cmd commands.Command)

type WarpEffect

type WarpEffect struct {
	// contains filtered or unexported fields
}

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