Documentation ¶
Index ¶
- Variables
- func OnEnemyKilledAddScore(w donburi.World, event EnemyKilled)
- func OnEnemyKilledDestroyEnemy(w donburi.World, event EnemyKilled)
- func OnEnemyKilledSpawnCollectible(w donburi.World, event EnemyKilled)
- func OnEnemyKilledWreck(w donburi.World, event EnemyKilled)
- func SetupEvents(w donburi.World)
- type AI
- type Altitude
- type Bounds
- type Camera
- type CameraBounds
- type ChosenPlayer
- type Collision
- type Controls
- type Debug
- type Despawn
- type Destroy
- type DistanceLimit
- type EnemyKilled
- type Events
- type Evolution
- type Follower
- type HUD
- type Health
- type Invulnerable
- type Label
- type Observer
- type PlayerSelect
- type Progression
- type Render
- type Respawn
- type Script
- type Shooter
- type Spawn
- type StartGameCallback
- type TimeToLive
- type Velocity
Constants ¶
This section is empty.
Variables ¶
View Source
var EnemyKilledEvent = events.NewEventType[EnemyKilled]()
Functions ¶
func OnEnemyKilledAddScore ¶
func OnEnemyKilledAddScore(w donburi.World, event EnemyKilled)
func OnEnemyKilledDestroyEnemy ¶
func OnEnemyKilledDestroyEnemy(w donburi.World, event EnemyKilled)
func OnEnemyKilledSpawnCollectible ¶
func OnEnemyKilledSpawnCollectible(w donburi.World, event EnemyKilled)
func OnEnemyKilledWreck ¶
func OnEnemyKilledWreck(w donburi.World, event EnemyKilled)
func SetupEvents ¶
Types ¶
type Altitude ¶
type Altitude struct {
// contains filtered or unexported fields
}
func NewAltitude ¶
func NewAltitude() *Altitude
type CameraBounds ¶
type CameraBounds struct {
// contains filtered or unexported fields
}
func NewCameraBounds ¶
func NewCameraBounds() *CameraBounds
func (*CameraBounds) Update ¶
func (b *CameraBounds) Update(w donburi.World)
type ChosenPlayer ¶
type ChosenPlayer struct { PlayerNumber int Faction component.PlayerFaction }
type Collision ¶
type Collision struct {
// contains filtered or unexported fields
}
func NewCollision ¶
func NewCollision() *Collision
type Controls ¶
type Controls struct {
// contains filtered or unexported fields
}
func NewControls ¶
func NewControls() *Controls
type Despawn ¶
type Despawn struct {
// contains filtered or unexported fields
}
func NewDespawn ¶
func NewDespawn() *Despawn
type Destroy ¶
type Destroy struct {
// contains filtered or unexported fields
}
func NewDestroy ¶
func NewDestroy() *Destroy
type DistanceLimit ¶
type DistanceLimit struct {
// contains filtered or unexported fields
}
func NewDistanceLimit ¶
func NewDistanceLimit() *DistanceLimit
func (*DistanceLimit) Init ¶
func (l *DistanceLimit) Init(w donburi.World)
func (*DistanceLimit) Update ¶
func (l *DistanceLimit) Update(w donburi.World)
type EnemyKilled ¶
type Evolution ¶
type Evolution struct {
// contains filtered or unexported fields
}
func NewEvolution ¶
func NewEvolution() *Evolution
type Follower ¶
type Follower struct {
// contains filtered or unexported fields
}
func NewFollower ¶
func NewFollower() *Follower
type Invulnerable ¶
type Invulnerable struct {
// contains filtered or unexported fields
}
func NewInvulnerable ¶
func NewInvulnerable() *Invulnerable
func (*Invulnerable) Update ¶
func (s *Invulnerable) Update(w donburi.World)
type Observer ¶
type Observer struct {
// contains filtered or unexported fields
}
func NewObserver ¶
func NewObserver() *Observer
type PlayerSelect ¶
type PlayerSelect struct {
// contains filtered or unexported fields
}
func NewPlayerSelect ¶
func NewPlayerSelect(startCallback StartGameCallback, backToMenuCallback func()) *PlayerSelect
func (*PlayerSelect) Update ¶
func (s *PlayerSelect) Update(w donburi.World)
type Progression ¶
type Progression struct {
// contains filtered or unexported fields
}
func NewProgression ¶
func NewProgression(nextLevelFunc func()) *Progression
func (*Progression) Update ¶
func (p *Progression) Update(w donburi.World)
type Render ¶
type Render struct {
// contains filtered or unexported fields
}
func NewRenderer ¶
func NewRenderer() *Render
type Respawn ¶
type Respawn struct {
// contains filtered or unexported fields
}
func NewRespawn ¶
func NewRespawn(restartCallback func()) *Respawn
type Shooter ¶
type Shooter struct {
// contains filtered or unexported fields
}
func NewShooter ¶
func NewShooter() *Shooter
type StartGameCallback ¶
type StartGameCallback func(players []ChosenPlayer)
type TimeToLive ¶
type TimeToLive struct {
// contains filtered or unexported fields
}
func NewTimeToLive ¶
func NewTimeToLive() *TimeToLive
func (*TimeToLive) Init ¶
func (t *TimeToLive) Init(w donburi.World)
func (*TimeToLive) Update ¶
func (t *TimeToLive) Update(w donburi.World)
Source Files ¶
- ai.go
- altitude.go
- bounds.go
- camera.go
- camerabounds.go
- collision.go
- controls.go
- debug.go
- despawn.go
- destroy.go
- events.go
- evolution.go
- follower.go
- health.go
- hud.go
- invulnerable.go
- label.go
- maxdistance.go
- observer.go
- playerselect.go
- progression.go
- render.go
- respawn.go
- script.go
- shooter.go
- spawn.go
- timetolive.go
- velocity.go
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