Documentation ¶
Index ¶
- type PlayerData
- func (p *PlayerData) CheckIfInCraftZone() bool
- func (p *PlayerData) CheckKeyItemTypeSlotIfOccupied(keyItemType string) bool
- func (p *PlayerData) EquipItem(item inventory.KeyItem)
- func (p *PlayerData) GetAttractionStrength() float64
- func (p *PlayerData) GetDropReactivationTimer() float64
- func (p *PlayerData) GetEquippedItem(slotName string) (inventory.KeyItem, error)
- func (p *PlayerData) GetIndexOfEquippedKeyItem(keyItem inventory.KeyItem) int
- func (p *PlayerData) GetInventory() *inventory.Inventory
- func (p *PlayerData) GetLineLength() float64
- func (p *PlayerData) GetMagnetCastSpeed() float64
- func (p *PlayerData) GetMagnetReelSpeed() float64
- func (p *PlayerData) GetMagneticFieldSize() float64
- func (p *PlayerData) GetOverworldCastDistance() float64
- func (p *PlayerData) GetOverworldMoveSpeed() float64
- func (p *PlayerData) GetPlayerPosition() basics.Vector2f
- func (p *PlayerData) GetRodEndX() float64
- func (p *PlayerData) GetRodEndY() float64
- func (p *PlayerData) GetRodStartX() float64
- func (p *PlayerData) GetRodStartY() float64
- func (p *PlayerData) GetScavMoveSpeed() float64
- func (p *PlayerData) GetWorldSeed() int
- func (p *PlayerData) HasElectroMagnet() bool
- func (p *PlayerData) HasRepulsor() bool
- func (p *PlayerData) Init()
- func (p *PlayerData) SetInCraftZoneStatus(status bool)
- func (p *PlayerData) SetPlayerPosition(position basics.Vector2f)
Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type PlayerData ¶
type PlayerData struct { HasElectroMagnetFlag bool HasRepulsorFlag bool InitialOverworldPosition basics.Vector2f // contains filtered or unexported fields }
func (*PlayerData) CheckIfInCraftZone ¶
func (p *PlayerData) CheckIfInCraftZone() bool
func (*PlayerData) CheckKeyItemTypeSlotIfOccupied ¶
func (p *PlayerData) CheckKeyItemTypeSlotIfOccupied(keyItemType string) bool
func (*PlayerData) EquipItem ¶
func (p *PlayerData) EquipItem(item inventory.KeyItem)
func (*PlayerData) GetAttractionStrength ¶
func (p *PlayerData) GetAttractionStrength() float64
func (*PlayerData) GetDropReactivationTimer ¶
func (p *PlayerData) GetDropReactivationTimer() float64
func (*PlayerData) GetEquippedItem ¶
func (p *PlayerData) GetEquippedItem(slotName string) (inventory.KeyItem, error)
func (*PlayerData) GetIndexOfEquippedKeyItem ¶
func (p *PlayerData) GetIndexOfEquippedKeyItem(keyItem inventory.KeyItem) int
func (*PlayerData) GetInventory ¶
func (p *PlayerData) GetInventory() *inventory.Inventory
func (*PlayerData) GetLineLength ¶
func (p *PlayerData) GetLineLength() float64
func (*PlayerData) GetMagnetCastSpeed ¶
func (p *PlayerData) GetMagnetCastSpeed() float64
func (*PlayerData) GetMagnetReelSpeed ¶
func (p *PlayerData) GetMagnetReelSpeed() float64
func (*PlayerData) GetMagneticFieldSize ¶
func (p *PlayerData) GetMagneticFieldSize() float64
func (*PlayerData) GetOverworldCastDistance ¶
func (p *PlayerData) GetOverworldCastDistance() float64
func (*PlayerData) GetOverworldMoveSpeed ¶
func (p *PlayerData) GetOverworldMoveSpeed() float64
func (*PlayerData) GetPlayerPosition ¶
func (p *PlayerData) GetPlayerPosition() basics.Vector2f
func (*PlayerData) GetRodEndX ¶
func (p *PlayerData) GetRodEndX() float64
func (*PlayerData) GetRodEndY ¶
func (p *PlayerData) GetRodEndY() float64
func (*PlayerData) GetRodStartX ¶
func (p *PlayerData) GetRodStartX() float64
func (*PlayerData) GetRodStartY ¶
func (p *PlayerData) GetRodStartY() float64
func (*PlayerData) GetScavMoveSpeed ¶
func (p *PlayerData) GetScavMoveSpeed() float64
func (*PlayerData) GetWorldSeed ¶
func (p *PlayerData) GetWorldSeed() int
func (*PlayerData) HasElectroMagnet ¶
func (p *PlayerData) HasElectroMagnet() bool
func (*PlayerData) HasRepulsor ¶
func (p *PlayerData) HasRepulsor() bool
func (*PlayerData) Init ¶
func (p *PlayerData) Init()
func (*PlayerData) SetInCraftZoneStatus ¶
func (p *PlayerData) SetInCraftZoneStatus(status bool)
func (*PlayerData) SetPlayerPosition ¶
func (p *PlayerData) SetPlayerPosition(position basics.Vector2f)
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