Documentation ¶
Index ¶
- Constants
- func LoadGameComponent(entityMetadataContent []byte, world w.World) []interface{}
- func LoadLevel(packageData PackageData, selectLevel, levelNum, layoutWidth, layoutHeight int, ...) (vutil.Vec2d[Tile], loader.EntityComponentList, error)
- func PreloadEntities(entityMetadataPath string, world w.World) loader.EntityComponentList
- func PreloadGameEntities(entityMetadataPath string, world w.World) loader.EntityComponentList
- type Entity
- type GameComponentList
- type PackageData
- type Tile
Constants ¶
View Source
const MaxGridSize = 50
最大のグリッドサイズ
Variables ¶
This section is empty.
Functions ¶
func LoadGameComponent ¶
func LoadLevel ¶
func LoadLevel(packageData PackageData, selectLevel, levelNum, layoutWidth, layoutHeight int, gameSpriteSheet *ec.SpriteSheet) (vutil.Vec2d[Tile], loader.EntityComponentList, error)
階層データからエンティティ(コンポーネント群)を生成する selectLevel: 選択したフロアデータのインデックス levelNum: 今いる階数
func PreloadEntities ¶
func PreloadEntities(entityMetadataPath string, world w.World) loader.EntityComponentList
func PreloadGameEntities ¶
func PreloadGameEntities(entityMetadataPath string, world w.World) loader.EntityComponentList
Types ¶
type Entity ¶
type Entity struct {
Components GameComponentList
}
type GameComponentList ¶
type GameComponentList struct { GridElement *gc.GridElement Player *gc.Player Wall *gc.Wall Warp *gc.Warp Item *gc.Item Name *gc.Name Description *gc.Description InBackpack *gc.InBackpack Equipped *gc.Equipped Consumable *gc.Consumable InParty *gc.InParty Member *gc.Member Pools *gc.Pools ProvidesHealing *gc.ProvidesHealing InflictsDamage *gc.InflictsDamage Attack *gc.Attack Material *gc.Material Recipe *gc.Recipe Wearable *gc.Wearable Attributes *gc.Attributes EquipmentChanged *gc.EquipmentChanged Card *gc.Card }
type PackageData ¶
1つのパッケージは複数の階層を持つ
func LoadPackage ¶
func LoadPackage(packageName string) (packageData PackageData, packageErr error)
設定ファイルをタイルとして読み出す。コンポーネント生成はしない あとで階を生成するときに、タイルを元にコンポーネントを生成する
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