Documentation ¶
Index ¶
- func MatchAnythingComparator(t1, t2 world.ITile) bool
- func MatchObstacleComparator(t1, t2 world.ITile) bool
- func MatchSameTypeComparator(t1, t2 world.ITile) bool
- func MatchSameTypeOrWalkthroughComparator(t1, t2 world.ITile) bool
- func NewBasicHumanoid(name string, i *humanoid.Inventory, ...) *humanoid.Humanoid
- func NewBasicPlatformRoomSet(o, u, w, h, x func() world.ITile) []*world.Room
- func NewBasicStartOrEndRoom(o, u, w, h, x func() world.ITile) *world.Room
- func NewBasicWallRoomSet(o, u, w, h, x func() world.ITile) []*world.Room
- func NonObstacleOverlapComparator(t1, t2 world.ITile) bool
- type BasicConsumable
- type BasicConsumableSpecification
- type BasicEntity
- type BasicEntitySpecification
- type BasicEquipable
- func (e *BasicEquipable) Attack(delta float32, damage float32, position *math32.Vector3, ...) []entity.IAttack
- func (e *BasicEquipable) Clone() entity.IItem
- func (e *BasicEquipable) DroppedNode() model.INode
- func (e *BasicEquipable) EquippedNode() model.INode
- func (e *BasicEquipable) InventoryNode() model.INode
- func (e *BasicEquipable) Node() model.INode
- func (e *BasicEquipable) SimpleValue() float32
- type BasicEquipableSpecification
- type BasicHumanoidEquipable
- type BasicHumanoidEquipableSpecification
- func NewBasicAmulet(category entity.ItemCategory, name string, defense int, attack int, ...) *BasicHumanoidEquipableSpecification
- func NewBasicArmor(category entity.ItemCategory, name string, defense int, ...) *BasicHumanoidEquipableSpecification
- func NewBasicBackpack(category entity.ItemCategory, name string, defense int, attack int, ...) *BasicHumanoidEquipableSpecification
- func NewBasicBoots(category entity.ItemCategory, name string, defense int, ...) *BasicHumanoidEquipableSpecification
- func NewBasicGloves(category entity.ItemCategory, name string, defense int, ...) *BasicHumanoidEquipableSpecification
- func NewBasicHelmet(category entity.ItemCategory, name string, defense int, main *model.NodeSpec) *BasicHumanoidEquipableSpecification
- func NewBasicPants(category entity.ItemCategory, name string, defense int, ...) *BasicHumanoidEquipableSpecification
- func NewBasicRing(category entity.ItemCategory, name string, defense, attack int, ...) *BasicHumanoidEquipableSpecification
- type BasicItem
- type BasicItemSpecification
- type BasicMeleeAttack
- type BasicMeleeAttackSpecification
- type EntitySet
- type PlacedRoom
- type WorldGenerator
- func (g *WorldGenerator) Generate(seed int, tileSize, gravity float32, criticalPathRoomCount, extraRoomCount int, ...) (w *world.World, start, end *PlacedRoom, criticalPath, extra []*PlacedRoom)
- func (g *WorldGenerator) PlaceImportantEntityInRoom(s *game.State, r *PlacedRoom, important entity.IEntity)
- func (g *WorldGenerator) Populate(s *game.State, rs []*PlacedRoom, entities []*EntitySet)
- func (g *WorldGenerator) PopulateRoom(s *game.State, r *PlacedRoom, other []entity.IEntity)
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func MatchAnythingComparator ¶
func MatchObstacleComparator ¶
func MatchSameTypeComparator ¶
func NewBasicHumanoid ¶
func NewBasicPlatformRoomSet ¶
func NewBasicStartOrEndRoom ¶
func NonObstacleOverlapComparator ¶
Good fit for platforms.
Types ¶
type BasicConsumable ¶
type BasicConsumable struct { entity.Consumable // contains filtered or unexported fields }
func (*BasicConsumable) Clone ¶
func (e *BasicConsumable) Clone() entity.IItem
func (*BasicConsumable) DroppedNode ¶
func (e *BasicConsumable) DroppedNode() model.INode
func (*BasicConsumable) InventoryNode ¶
func (e *BasicConsumable) InventoryNode() model.INode
func (*BasicConsumable) Node ¶
func (e *BasicConsumable) Node() model.INode
func (*BasicConsumable) SimpleValue ¶
func (e *BasicConsumable) SimpleValue() float32
type BasicConsumableSpecification ¶
type BasicConsumableSpecification struct { Name string ItemType entity.ItemType Radius float32 ShadowOpacity float32 Height float32 DroppedNode model.INode InventoryNode model.INode CountableId entity.CountableId Category entity.ItemCategory }
func (*BasicConsumableSpecification) New ¶
func (s *BasicConsumableSpecification) New() *BasicConsumable
type BasicEntity ¶
func (*BasicEntity) Node ¶
func (e *BasicEntity) Node() model.INode
type BasicEntitySpecification ¶
type BasicEntitySpecification struct { Name string Radius float32 ShadowOpacity float32 Height float32 Node model.INode }
func (*BasicEntitySpecification) New ¶
func (s *BasicEntitySpecification) New() *BasicEntity
type BasicEquipable ¶
func (*BasicEquipable) Clone ¶
func (e *BasicEquipable) Clone() entity.IItem
func (*BasicEquipable) DroppedNode ¶
func (e *BasicEquipable) DroppedNode() model.INode
func (*BasicEquipable) EquippedNode ¶
func (e *BasicEquipable) EquippedNode() model.INode
func (*BasicEquipable) InventoryNode ¶
func (e *BasicEquipable) InventoryNode() model.INode
func (*BasicEquipable) Node ¶
func (e *BasicEquipable) Node() model.INode
func (*BasicEquipable) SimpleValue ¶
func (e *BasicEquipable) SimpleValue() float32
type BasicEquipableSpecification ¶
type BasicEquipableSpecification struct { Name string ItemType entity.ItemType BodyType entity.BodyType Radius float32 ShadowOpacity float32 Height float32 AllowRepeat bool IsTwoHanded bool AttackValue int DefenseValue int AttackGenerator func() *BasicMeleeAttack EquippedNode model.INode DroppedNode model.INode InventoryNode model.INode CountableId entity.CountableId ProvidesAmmo entity.AmmoType RequiresAmmo entity.AmmoType Category entity.ItemCategory }
func (*BasicEquipableSpecification) New ¶
func (s *BasicEquipableSpecification) New() *BasicEquipable
type BasicHumanoidEquipable ¶
type BasicHumanoidEquipable struct { BasicEquipable // contains filtered or unexported fields }
func (*BasicHumanoidEquipable) ArmLeftNode ¶
func (e *BasicHumanoidEquipable) ArmLeftNode() model.INode
func (*BasicHumanoidEquipable) ArmRightNode ¶
func (e *BasicHumanoidEquipable) ArmRightNode() model.INode
func (*BasicHumanoidEquipable) Clone ¶
func (e *BasicHumanoidEquipable) Clone() entity.IItem
func (*BasicHumanoidEquipable) LegLeftNode ¶
func (e *BasicHumanoidEquipable) LegLeftNode() model.INode
func (*BasicHumanoidEquipable) LegRightNode ¶
func (e *BasicHumanoidEquipable) LegRightNode() model.INode
type BasicHumanoidEquipableSpecification ¶
type BasicHumanoidEquipableSpecification struct { BasicEquipableSpecification ArmRightNode model.INode ArmLeftNode model.INode LegRightNode model.INode LegLeftNode model.INode CoverDrawSlots []entity.DrawSlotId }
func NewBasicAmulet ¶
func NewBasicAmulet(category entity.ItemCategory, name string, defense int, attack int, main *model.NodeSpec) *BasicHumanoidEquipableSpecification
func NewBasicArmor ¶
func NewBasicArmor(category entity.ItemCategory, name string, defense int, main, armLeft, armRight *model.NodeSpec) *BasicHumanoidEquipableSpecification
func NewBasicBackpack ¶
func NewBasicBackpack(category entity.ItemCategory, name string, defense int, attack int, main *model.NodeSpec) *BasicHumanoidEquipableSpecification
func NewBasicBoots ¶
func NewBasicBoots(category entity.ItemCategory, name string, defense int, legLeft, legRight *model.NodeSpec) *BasicHumanoidEquipableSpecification
func NewBasicGloves ¶
func NewBasicGloves(category entity.ItemCategory, name string, defense int, armLeft, armRight *model.NodeSpec) *BasicHumanoidEquipableSpecification
func NewBasicHelmet ¶
func NewBasicHelmet(category entity.ItemCategory, name string, defense int, main *model.NodeSpec) *BasicHumanoidEquipableSpecification
func NewBasicPants ¶
func NewBasicPants(category entity.ItemCategory, name string, defense int, main, legLeft, legRight *model.NodeSpec) *BasicHumanoidEquipableSpecification
func NewBasicRing ¶
func NewBasicRing(category entity.ItemCategory, name string, defense, attack int, armLeft, armRight *model.NodeSpec) *BasicHumanoidEquipableSpecification
func (*BasicHumanoidEquipableSpecification) New ¶
func (s *BasicHumanoidEquipableSpecification) New() *BasicHumanoidEquipable
type BasicItem ¶
func (*BasicItem) DroppedNode ¶
func (*BasicItem) InventoryNode ¶
func (*BasicItem) SimpleValue ¶
type BasicItemSpecification ¶
type BasicItemSpecification struct { Name string ItemType entity.ItemType Radius float32 Height float32 DroppedNode model.INode InventoryNode model.INode CountableId entity.CountableId ShadowOpacity float32 Category entity.ItemCategory }
func (*BasicItemSpecification) New ¶
func (s *BasicItemSpecification) New() *BasicItem
type BasicMeleeAttack ¶
type BasicMeleeAttackSpecification ¶
type BasicMeleeAttackSpecification struct { Name string Radius float32 ShadowOpacity float32 MaxWidth float32 Reach float32 Height float32 Y float32 Filter entity.Filter // contains filtered or unexported fields }
func (*BasicMeleeAttackSpecification) New ¶
func (s *BasicMeleeAttackSpecification) New() *BasicMeleeAttack
type EntitySet ¶
type EntitySet struct {
// contains filtered or unexported fields
}
func NewEntitySet ¶
type WorldGenerator ¶
type WorldGenerator struct {
// contains filtered or unexported fields
}
func NewWorldGenerator ¶
func (*WorldGenerator) Generate ¶
func (g *WorldGenerator) Generate(seed int, tileSize, gravity float32, criticalPathRoomCount, extraRoomCount int, clean bool) (w *world.World, start, end *PlacedRoom, criticalPath, extra []*PlacedRoom)
func (*WorldGenerator) PlaceImportantEntityInRoom ¶
func (g *WorldGenerator) PlaceImportantEntityInRoom(s *game.State, r *PlacedRoom, important entity.IEntity)
func (*WorldGenerator) Populate ¶
func (g *WorldGenerator) Populate(s *game.State, rs []*PlacedRoom, entities []*EntitySet)
func (*WorldGenerator) PopulateRoom ¶
func (g *WorldGenerator) PopulateRoom(s *game.State, r *PlacedRoom, other []entity.IEntity)
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