states

package
v1.22.1 Latest Latest
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Published: Apr 20, 2024 License: GPL-3.0 Imports: 32 Imported by: 0

Documentation

Overview

拠点でのコマンド選択画面

ゲームの導入テキストを表示するステート

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type CraftMenuState

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

func (*CraftMenuState) Draw

func (st *CraftMenuState) Draw(world w.World, screen *ebiten.Image)

func (*CraftMenuState) OnPause

func (st *CraftMenuState) OnPause(world w.World)

func (*CraftMenuState) OnResume

func (st *CraftMenuState) OnResume(world w.World)

func (*CraftMenuState) OnStart

func (st *CraftMenuState) OnStart(world w.World)

func (*CraftMenuState) OnStop

func (st *CraftMenuState) OnStop(world w.World)

func (*CraftMenuState) Update

func (st *CraftMenuState) Update(world w.World) states.Transition

type DebugMenuState

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

func (*DebugMenuState) Draw

func (st *DebugMenuState) Draw(world w.World, screen *ebiten.Image)

func (*DebugMenuState) OnPause

func (st *DebugMenuState) OnPause(world w.World)

func (*DebugMenuState) OnResume

func (st *DebugMenuState) OnResume(world w.World)

func (*DebugMenuState) OnStart

func (st *DebugMenuState) OnStart(world w.World)

func (*DebugMenuState) OnStop

func (st *DebugMenuState) OnStop(world w.World)

func (*DebugMenuState) Update

func (st *DebugMenuState) Update(world w.World) states.Transition

type DungeonSelectState

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

func (*DungeonSelectState) Draw

func (st *DungeonSelectState) Draw(world w.World, screen *ebiten.Image)

func (*DungeonSelectState) OnPause

func (st *DungeonSelectState) OnPause(world w.World)

func (*DungeonSelectState) OnResume

func (st *DungeonSelectState) OnResume(world w.World)

func (*DungeonSelectState) OnStart

func (st *DungeonSelectState) OnStart(world w.World)

func (*DungeonSelectState) OnStop

func (st *DungeonSelectState) OnStop(world w.World)

func (*DungeonSelectState) Update

func (st *DungeonSelectState) Update(world w.World) states.Transition

type EquipMenuState added in v1.14.0

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

func (*EquipMenuState) Draw added in v1.14.0

func (st *EquipMenuState) Draw(world w.World, screen *ebiten.Image)

func (*EquipMenuState) OnPause added in v1.14.0

func (st *EquipMenuState) OnPause(world w.World)

func (*EquipMenuState) OnResume added in v1.14.0

func (st *EquipMenuState) OnResume(world w.World)

func (*EquipMenuState) OnStart added in v1.14.0

func (st *EquipMenuState) OnStart(world w.World)

func (*EquipMenuState) OnStop added in v1.14.0

func (st *EquipMenuState) OnStop(world w.World)

func (*EquipMenuState) Update added in v1.14.0

func (st *EquipMenuState) Update(world w.World) states.Transition

type FieldMenuState

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

func (*FieldMenuState) Draw

func (st *FieldMenuState) Draw(world w.World, screen *ebiten.Image)

func (*FieldMenuState) OnPause

func (st *FieldMenuState) OnPause(world w.World)

func (*FieldMenuState) OnResume

func (st *FieldMenuState) OnResume(world w.World)

func (*FieldMenuState) OnStart

func (st *FieldMenuState) OnStart(world w.World)

func (*FieldMenuState) OnStop

func (st *FieldMenuState) OnStop(world w.World)

func (*FieldMenuState) Update

func (st *FieldMenuState) Update(world w.World) states.Transition

type FieldState

type FieldState struct{}

func (*FieldState) Draw

func (st *FieldState) Draw(world w.World, screen *ebiten.Image)

func (*FieldState) OnPause

func (st *FieldState) OnPause(world w.World)

func (*FieldState) OnResume

func (st *FieldState) OnResume(world w.World)

func (*FieldState) OnStart

func (st *FieldState) OnStart(world w.World)

func (*FieldState) OnStop

func (st *FieldState) OnStop(world w.World)

func (*FieldState) Update

func (st *FieldState) Update(world w.World) states.Transition

type HomeMenuState

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

func (*HomeMenuState) Draw

func (st *HomeMenuState) Draw(world w.World, screen *ebiten.Image)

func (*HomeMenuState) OnPause

func (st *HomeMenuState) OnPause(world w.World)

func (*HomeMenuState) OnResume

func (st *HomeMenuState) OnResume(world w.World)

func (*HomeMenuState) OnStart

func (st *HomeMenuState) OnStart(world w.World)

func (*HomeMenuState) OnStop

func (st *HomeMenuState) OnStop(world w.World)

func (*HomeMenuState) Update

func (st *HomeMenuState) Update(world w.World) states.Transition

type IntroState

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

func (*IntroState) Draw

func (st *IntroState) Draw(world w.World, screen *ebiten.Image)

func (*IntroState) OnPause

func (st *IntroState) OnPause(world w.World)

func (*IntroState) OnResume

func (st *IntroState) OnResume(world w.World)

func (*IntroState) OnStart

func (st *IntroState) OnStart(world w.World)

func (*IntroState) OnStop

func (st *IntroState) OnStop(world w.World)

func (*IntroState) Update

func (st *IntroState) Update(world w.World) states.Transition

type InventoryMenuState

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

func (*InventoryMenuState) Draw

func (st *InventoryMenuState) Draw(world w.World, screen *ebiten.Image)

func (*InventoryMenuState) OnPause

func (st *InventoryMenuState) OnPause(world w.World)

func (*InventoryMenuState) OnResume

func (st *InventoryMenuState) OnResume(world w.World)

func (*InventoryMenuState) OnStart

func (st *InventoryMenuState) OnStart(world w.World)

func (*InventoryMenuState) OnStop

func (st *InventoryMenuState) OnStop(world w.World)

func (*InventoryMenuState) Update

func (st *InventoryMenuState) Update(world w.World) states.Transition
type MainMenuState struct {
	// contains filtered or unexported fields
}
func (st *MainMenuState) Draw(world w.World, screen *ebiten.Image)
func (st *MainMenuState) OnPause(world w.World)
func (st *MainMenuState) OnResume(world w.World)
func (st *MainMenuState) OnStart(world w.World)
func (st *MainMenuState) OnStop(world w.World)
func (st *MainMenuState) Update(world w.World) states.Transition

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