Documentation ¶
Index ¶
Constants ¶
This section is empty.
Variables ¶
View Source
var Blues = []tcell.Style{ tcell.StyleDefault.Dim(true).Bold(true).Foreground(tcell.ColorLightCyan), tcell.StyleDefault.Dim(true).Bold(true).Foreground(tcell.ColorLightBlue), tcell.StyleDefault.Dim(true).Bold(true).Foreground(tcell.ColorLightSkyBlue), tcell.StyleDefault.Dim(true).Bold(true).Foreground(tcell.ColorLightSteelBlue), }
View Source
var Colors = append([]tcell.Style{ tcell.StyleDefault.Dim(true).Bold(true).Foreground(tcell.ColorOrchid), tcell.StyleDefault.Dim(true).Bold(true).Foreground(tcell.ColorPaleGoldenrod), tcell.StyleDefault.Dim(true).Bold(true).Foreground(tcell.ColorPaleGreen), tcell.StyleDefault.Dim(true).Bold(true).Foreground(tcell.ColorPaleTurquoise), tcell.StyleDefault.Dim(true).Bold(true).Foreground(tcell.ColorPaleVioletRed), tcell.StyleDefault.Dim(true).Bold(true).Foreground(tcell.ColorPapayaWhip), tcell.StyleDefault.Dim(true).Bold(true).Foreground(tcell.ColorPeachPuff), tcell.StyleDefault.Dim(true).Bold(true).Foreground(tcell.ColorLightCoral), tcell.StyleDefault.Dim(true).Bold(true).Foreground(tcell.ColorLightGoldenrodYellow), tcell.StyleDefault.Dim(true).Bold(true).Foreground(tcell.ColorLightGray), tcell.StyleDefault.Dim(true).Bold(true).Foreground(tcell.ColorLightGreen), tcell.StyleDefault.Dim(true).Bold(true).Foreground(tcell.ColorLightPink), tcell.StyleDefault.Dim(true).Bold(true).Foreground(tcell.ColorLightSalmon), tcell.StyleDefault.Dim(true).Bold(true).Foreground(tcell.ColorLightSlateGray), tcell.StyleDefault.Dim(true).Bold(true).Foreground(tcell.ColorLightYellow), tcell.StyleDefault.Dim(true).Bold(true).Foreground(tcell.ColorLightSeaGreen), tcell.StyleDefault.Dim(true).Bold(true).Foreground(tcell.ColorLimeGreen), }, Blues...)
Functions ¶
func FindHidden ¶
Types ¶
type Layer ¶
type Layer struct { X int Y int Velo int Asset assets.Asset AssetIndex int // NOTE: that the drawFunc doesnt actual.Y update the screen // it just computes the next l.Yer. Its up to the renderer to sync // the changes to the screen. This effectively allows for double buffering. Draw func(l *Layer, sc tcell.Screen) // contains filtered or unexported fields }
func NewRandBubble ¶
func NewRandFish ¶
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