Documentation ¶
Index ¶
- type Coords
- type ITile
- type Room
- func (r *Room) Apply(w *World, x, z int, y float32) (min, max *Coords)
- func (r *Room) CanApply(w *World, x, z int) bool
- func (r *Room) CanConnect(tileComparator func(ITile, ITile) bool, roomX, roomZ int, w *World, ...) bool
- func (r *Room) Connect(connectorTile func() ITile, roomX, roomZ int, w *World, worldX, worldZ int) (min, max *Coords)
- func (r *Room) FindConnect() []*Coords
- func (r *Room) GetTile(x, z int) ITile
- func (r *Room) Height() int
- func (r *Room) ValidTiles() []*Coords
- func (r *Room) Width() int
- type World
- func (w *World) Center(x, z int) (position *math32.Vector3)
- func (w *World) DefaultTile() ITile
- func (w *World) DeltaXZForBorderCoverage(radius float32) (deltaX, deltaZ []float32, deltaCount int)
- func (w *World) DeltaXZForTileCoverage(radius float32) (deltaX, deltaZ []float32, deltaCount int)
- func (w *World) EvaluateRay(source, destination *math32.Vector3, ok func(ITile) bool) (success bool, fragmentSuccess float32)
- func (w *World) EvaluateRayRadius(source, destination *math32.Vector3, radius float32, ok func(ITile) bool) (success bool, fragmentSuccess float32)
- func (w *World) FindConnect(minCoords, maxCoords *Coords) []*Coords
- func (w *World) GetTile(x, z int) ITile
- func (w *World) Gravity() float32
- func (w *World) GrowX(x int)
- func (w *World) GrowZ(z int)
- func (w *World) Height() int
- func (w *World) IsFallingToVoid(position *math32.Vector3, radius float32) (falling bool, fallPoint *math32.Vector3)
- func (w *World) MaxCoords() *Coords
- func (w *World) MinCoords() *Coords
- func (w *World) Node() model.INode
- func (w *World) SetTile(x, z int, t ITile)
- func (w *World) TileSize() float32
- func (w *World) WhereStanding(position *math32.Vector3) (tileX, tileZ int)
- func (w *World) Width() int
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type ITile ¶
type ITile interface { model.IDrawable SetName(string) Name() string BaseNode() model.INode SetWalkThrough(bool) WalkThrough() bool SetSeeThrough(bool) SeeThrough() bool SetFallThrough(bool) FallThrough() bool SetConnect(bool) Connect() bool SetCleanable(bool) Cleanable() bool SetY(v float32) Y() float32 }
type Room ¶
func (*Room) CanConnect ¶
func (*Room) FindConnect ¶
func (*Room) ValidTiles ¶
type World ¶
type World struct {
// contains filtered or unexported fields
}
func (*World) DefaultTile ¶
func (*World) DeltaXZForBorderCoverage ¶
func (*World) DeltaXZForTileCoverage ¶
func (*World) EvaluateRay ¶
func (*World) EvaluateRayRadius ¶
func (*World) FindConnect ¶
func (*World) IsFallingToVoid ¶
func (*World) WhereStanding ¶
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