nstest

package
v4.21.0 Latest Latest
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Published: Nov 9, 2024 License: MIT Imports: 19 Imported by: 0

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Index

Constants

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const (
	FrameRate = 30
	FrameTime = time.Second/FrameRate + 1
)

Variables

This section is empty.

Functions

This section is empty.

Types

type Object

type Object struct {
	PosVec    types.Pointf
	VelVec    types.Pointf
	ZVal      float32
	PlayerPtr *Player
	// contains filtered or unexported fields
}

func (*Object) AggressionLevel

func (obj *Object) AggressionLevel(level float32)

func (*Object) ApplyForce

func (obj *Object) ApplyForce(force ns.Pointf)

func (*Object) Attack

func (obj *Object) Attack(target ns.Positioner)

func (*Object) AwardSpell

func (obj *Object) AwardSpell(spell spell.Spell) bool

func (*Object) BaseSpeed

func (obj *Object) BaseSpeed() float32

func (*Object) CanSee

func (obj *Object) CanSee(obj2 ns.Obj) bool

func (*Object) ChangeGold

func (obj *Object) ChangeGold(delta int)

func (*Object) ChangeScore

func (obj *Object) ChangeScore(score int)

func (*Object) Chat

func (obj *Object) Chat(message ns.StringID)

func (*Object) ChatStr

func (obj *Object) ChatStr(message string)

func (*Object) ChatStrTimer

func (obj *Object) ChatStrTimer(message string, dt ns.Duration)

func (*Object) ChatTimer

func (obj *Object) ChatTimer(message ns.StringID, dt ns.Duration)

func (*Object) Class

func (obj *Object) Class() object.Class

func (*Object) CreateMover

func (obj *Object) CreateMover(wp ns.WaypointObj, speed float32) ns.Obj

func (*Object) CurrentHealth

func (obj *Object) CurrentHealth() int

func (*Object) CurrentMana

func (obj *Object) CurrentMana() int

func (*Object) CurrentSpeed

func (obj *Object) CurrentSpeed() float32

func (*Object) CursorObj

func (obj *Object) CursorObj() ns.Obj

func (*Object) CursorPos

func (obj *Object) CursorPos() types.Pointf

func (*Object) Damage

func (obj *Object) Damage(source ns.Obj, amount int, typ damage.Type) bool

func (*Object) Delete

func (obj *Object) Delete()

func (*Object) DeleteAfter

func (obj *Object) DeleteAfter(dt ns.Duration)

func (*Object) DestroyChat

func (obj *Object) DestroyChat()

func (*Object) Direction

func (obj *Object) Direction() ns.Direction

func (*Object) DisplayName added in v4.19.0

func (obj *Object) DisplayName() string

func (*Object) Drop

func (obj *Object) Drop(item ns.Obj) bool

func (*Object) Enable

func (obj *Object) Enable(enable bool)

func (*Object) Enchant

func (obj *Object) Enchant(enchant enchant.Enchant, dt ns.Duration)

func (*Object) EnchantOff

func (obj *Object) EnchantOff(enchant enchant.Enchant)

func (*Object) Equip

func (obj *Object) Equip(item ns.Obj) bool

func (*Object) Equipment

func (obj *Object) Equipment(conditions ...ns.ObjCond) []ns.Obj

func (*Object) FindItems

func (obj *Object) FindItems(fnc func(obj ns.Obj) bool, conditions ...ns.ObjCond) int

func (*Object) Flags

func (obj *Object) Flags() object.Flags

func (*Object) FlagsDisable

func (obj *Object) FlagsDisable(v object.Flags)

func (*Object) FlagsEnable

func (obj *Object) FlagsEnable(v object.Flags)

func (*Object) Flee

func (obj *Object) Flee(target ns.Positioner, dt ns.Duration)

func (*Object) Follow

func (obj *Object) Follow(target ns.Positioner)

func (*Object) Freeze

func (obj *Object) Freeze(freeze bool)

func (*Object) GetClass

func (obj *Object) GetClass() player.Class

func (*Object) GetElevatorStatus

func (obj *Object) GetElevatorStatus() int

func (*Object) GetGold

func (obj *Object) GetGold() int

func (*Object) GetHolder

func (obj *Object) GetHolder() ns.Obj

func (*Object) GetLastItem

func (obj *Object) GetLastItem() ns.Obj

func (*Object) GetLevel

func (obj *Object) GetLevel() int

func (*Object) GetPreviousItem

func (obj *Object) GetPreviousItem() ns.Obj

func (*Object) GetScore

func (obj *Object) GetScore() int

func (*Object) GiveXp

func (obj *Object) GiveXp(xp float32)

func (*Object) Guard

func (obj *Object) Guard(p1, p2 ns.Pointf, distance float32)

func (*Object) HasClass

func (obj *Object) HasClass(class class.Class) bool

func (*Object) HasEnchant

func (obj *Object) HasEnchant(enchant enchant.Enchant) bool

func (*Object) HasEquipment

func (obj *Object) HasEquipment(item ns.Obj) bool

func (*Object) HasItem

func (obj *Object) HasItem(item ns.Obj) bool

func (*Object) HasOwner

func (obj *Object) HasOwner(owner ns.Obj) bool

func (*Object) HasOwnerIn

func (obj *Object) HasOwnerIn(owners ns.ObjGroup) bool

func (*Object) HasSubclass

func (obj *Object) HasSubclass(subclass subclass.SubClass) bool

func (*Object) HasTeam

func (obj *Object) HasTeam(t ns.Team) bool

func (*Object) HitMelee

func (obj *Object) HitMelee(p ns.Pointf)

func (*Object) HitRanged

func (obj *Object) HitRanged(p ns.Pointf)

func (*Object) Hunt

func (obj *Object) Hunt()

func (*Object) Idle

func (obj *Object) Idle()

func (*Object) InEquipment

func (obj *Object) InEquipment() ns.ObjSearcher

func (*Object) InItems

func (obj *Object) InItems() ns.ObjSearcher

func (*Object) IsAttackedBy

func (obj *Object) IsAttackedBy(by ns.Obj) bool

func (*Object) IsEnabled

func (obj *Object) IsEnabled() bool

func (*Object) IsLocked

func (obj *Object) IsLocked() bool

func (*Object) Items

func (obj *Object) Items(conditions ...ns.ObjCond) []ns.Obj

func (*Object) Lock

func (obj *Object) Lock(lock bool)

func (*Object) LookAtDirection

func (obj *Object) LookAtDirection(dir ns.Direction)

func (*Object) LookAtObject

func (obj *Object) LookAtObject(target ns.Positioner)

func (*Object) LookWithAngle

func (obj *Object) LookWithAngle(angle int)

func (*Object) Mass

func (obj *Object) Mass() float32

func (*Object) MaxHealth

func (obj *Object) MaxHealth() int

func (*Object) MaxMana

func (obj *Object) MaxMana() int

func (*Object) MonsterStatus

func (obj *Object) MonsterStatus() object.MonsterStatus

func (*Object) MonsterStatusDisable

func (obj *Object) MonsterStatusDisable(v object.MonsterStatus)

func (*Object) MonsterStatusEnable

func (obj *Object) MonsterStatusEnable(v object.MonsterStatus)

func (*Object) Move

func (obj *Object) Move(wp ns.WaypointObj)

func (*Object) ObjScriptID

func (obj *Object) ObjScriptID() int

func (*Object) OnEvent

func (obj *Object) OnEvent(event ns.ObjectEvent, fnc ns.Func)

func (*Object) Pause

func (obj *Object) Pause(dt ns.Duration)

func (*Object) Pickup

func (obj *Object) Pickup(item ns.Obj) bool

func (*Object) Player

func (obj *Object) Player() ns.Player

func (*Object) Pos

func (obj *Object) Pos() ns.Pointf

func (*Object) PushTo

func (obj *Object) PushTo(pos ns.Positioner, force float32)

func (*Object) RaiseZombie

func (obj *Object) RaiseZombie()

func (*Object) RestoreHealth

func (obj *Object) RestoreHealth(amount int)

func (*Object) ResumeLevel

func (obj *Object) ResumeLevel(percent float32)

func (*Object) RetreatLevel

func (obj *Object) RetreatLevel(percent float32)

func (*Object) Return

func (obj *Object) Return()

func (*Object) ScriptID

func (obj *Object) ScriptID() int

func (*Object) SetBaseSpeed

func (obj *Object) SetBaseSpeed(v float32)

func (*Object) SetColor

func (obj *Object) SetColor(ind int, cl ns.Color)

func (*Object) SetDisplayName added in v4.19.0

func (obj *Object) SetDisplayName(name string, cl ns.Color)

func (*Object) SetFlags

func (obj *Object) SetFlags(v object.Flags)

func (*Object) SetHealth

func (obj *Object) SetHealth(v int)

func (*Object) SetHealthRegenPerFrame

func (obj *Object) SetHealthRegenPerFrame(v float32)

func (*Object) SetHealthRegenToMaxDur

func (obj *Object) SetHealthRegenToMaxDur(t time.Duration)

func (*Object) SetMana

func (obj *Object) SetMana(v int)

func (*Object) SetMass

func (obj *Object) SetMass(v float32)

func (*Object) SetMaxHealth

func (obj *Object) SetMaxHealth(v int)

func (*Object) SetMaxMana

func (obj *Object) SetMaxMana(v int)

func (*Object) SetMonsterStatus

func (obj *Object) SetMonsterStatus(v object.MonsterStatus)

func (*Object) SetOwner

func (obj *Object) SetOwner(owner ns.Obj)

func (*Object) SetOwners

func (obj *Object) SetOwners(owners ns.ObjGroup)

func (*Object) SetPos

func (obj *Object) SetPos(p ns.Pointf)

func (*Object) SetRoamFlag

func (obj *Object) SetRoamFlag(flags int)

func (*Object) SetSightRange added in v4.21.0

func (obj *Object) SetSightRange(val float32)

func (*Object) SetStrength

func (obj *Object) SetStrength(v int)

func (*Object) SetTeam

func (obj *Object) SetTeam(t ns.Team)

func (*Object) SetZ

func (obj *Object) SetZ(z float32)

func (*Object) Strength

func (obj *Object) Strength() int

func (*Object) Team

func (obj *Object) Team() ns.Team

func (*Object) Toggle

func (obj *Object) Toggle() bool

func (*Object) TrapSpells

func (obj *Object) TrapSpells(spells ...spell.Spell)

func (*Object) TrapSpellsAdv

func (obj *Object) TrapSpellsAdv(spells []ns.TrapSpell)

func (*Object) Type

func (obj *Object) Type() ns.ObjType

func (*Object) Unequip

func (obj *Object) Unequip(item ns.Obj) bool

func (*Object) Update added in v4.18.1

func (obj *Object) Update()

func (*Object) Vel

func (obj *Object) Vel() ns.Pointf

func (*Object) WalkTo

func (obj *Object) WalkTo(p ns.Pointf)

func (*Object) Wander

func (obj *Object) Wander()

func (*Object) Z

func (obj *Object) Z() float32

func (*Object) ZombieStayDown

func (obj *Object) ZombieStayDown()

type ObjectType

type ObjectType struct {
	FlagsVal object.Flags
	// contains filtered or unexported fields
}

func (*ObjectType) Class

func (t *ObjectType) Class() object.Class

func (*ObjectType) Create

func (t *ObjectType) Create(pos ns.Positioner) ns.Obj

func (*ObjectType) Flags

func (t *ObjectType) Flags() object.Flags

func (*ObjectType) HasClass

func (t *ObjectType) HasClass(class class.Class) bool

func (*ObjectType) HasSubclass

func (t *ObjectType) HasSubclass(subclass subclass.SubClass) bool

func (*ObjectType) Index

func (t *ObjectType) Index() int

func (*ObjectType) Name

func (t *ObjectType) Name() string

type ObjectTypes

type ObjectTypes struct {
	ByID   map[uint32]*ObjectType
	ByName map[string]*ObjectType

	Player *ObjectType
	NPC    *ObjectType
	// contains filtered or unexported fields
}

func (*ObjectTypes) New

func (s *ObjectTypes) New(r *Runtime, cl object.Class, name string) *ObjectType

type Objects

type Objects struct {
	ByID   map[uint32]*Object
	ByName map[string]*Object
	Host   *Object
	// contains filtered or unexported fields
}

func (*Objects) New

func (s *Objects) New(r *Runtime, typ *ObjectType, name string, pos types.Pointf) *Object

func (*Objects) Update added in v4.18.1

func (s *Objects) Update()

type Player

type Player struct {
	Storage      Storage
	UnitPtr      *Object
	ClassVal     player.Class
	ScoreVal     int
	CursorPosVec types.Pointf
	// contains filtered or unexported fields
}

func (*Player) Blind

func (p *Player) Blind(blind bool)

func (*Player) ChangeScore

func (p *Player) ChangeScore(score int)

func (*Player) CursorPos

func (p *Player) CursorPos() types.Pointf

func (*Player) GetScore

func (p *Player) GetScore() int

func (*Player) HasTeam

func (p *Player) HasTeam(t ns.Team) bool

func (*Player) Name

func (p *Player) Name() string

func (*Player) Print

func (p *Player) Print(message ns.StringID)

func (*Player) PrintStr

func (p *Player) PrintStr(message string)

func (*Player) Store

func (p *Player) Store(typ ns.StorageType) ns.Storage

func (*Player) Team

func (p *Player) Team() ns.Team

func (*Player) Unit

func (p *Player) Unit() ns.Obj

type Players

type Players struct {
	ByID map[uint32]*Player
	Host *Player
	// contains filtered or unexported fields
}

func (*Players) New

func (s *Players) New(r *Runtime, name string) *Player

type Runtime

type Runtime struct {
	Timers      Timers
	Storage     Storage
	Objects     Objects
	Types       ObjectTypes
	PlayersData Players
	Trigger     *Object
	Caller      *Object
	// contains filtered or unexported fields
}

func GetRuntime added in v4.18.1

func GetRuntime() *Runtime

func NewRuntime

func NewRuntime() *Runtime

func (*Runtime) AudioEvent

func (r *Runtime) AudioEvent(audio audio.Name, p ns.Positioner)

func (*Runtime) AutoSave

func (r *Runtime) AutoSave()

func (*Runtime) BecomeEnemy

func (r *Runtime) BecomeEnemy(obj ns.Obj)

func (*Runtime) BecomePet

func (r *Runtime) BecomePet(obj ns.Obj)

func (*Runtime) Blind

func (r *Runtime) Blind()

func (*Runtime) CancelDialog

func (r *Runtime) CancelDialog(obj ns.Obj)

func (*Runtime) CastSpell

func (r *Runtime) CastSpell(spell spell.Spell, source, target ns.Positioner)

func (*Runtime) CastSpellLvl

func (r *Runtime) CastSpellLvl(spell spell.Spell, lvl int, source, target ns.Positioner)

func (*Runtime) ClearMessages

func (r *Runtime) ClearMessages(player ns.Obj)

func (*Runtime) CreateObject

func (r *Runtime) CreateObject(typ string, pos ns.Positioner) ns.Obj

func (*Runtime) DeathScreen

func (r *Runtime) DeathScreen(which int)

func (*Runtime) DestroyEveryChat

func (r *Runtime) DestroyEveryChat()

func (*Runtime) Effect

func (r *Runtime) Effect(effect effect.Effect, p1, p2 ns.Positioner)

func (*Runtime) EndGame

func (r *Runtime) EndGame(class player.Class)

func (*Runtime) FindObjects

func (r *Runtime) FindObjects(fnc func(it ns.Obj) bool, conditions ...ns.ObjCond) int

func (*Runtime) FindWalls

func (r *Runtime) FindWalls(fnc func(it ns.WallObj) bool, conditions ...ns.WallCond) int

func (*Runtime) Frame

func (r *Runtime) Frame() int

func (*Runtime) FrameRate

func (r *Runtime) FrameRate() int

func (*Runtime) GetAnswer

func (r *Runtime) GetAnswer(obj ns.Obj) ns.DialogAnswer

func (*Runtime) GetCaller

func (r *Runtime) GetCaller() ns.Obj

func (*Runtime) GetCharacterData

func (r *Runtime) GetCharacterData(field int) int

func (*Runtime) GetHost

func (r *Runtime) GetHost() ns.Obj

func (*Runtime) GetQuestStatus

func (r *Runtime) GetQuestStatus(name string) int

func (*Runtime) GetQuestStatusFloat

func (r *Runtime) GetQuestStatusFloat(name string) float32

func (*Runtime) GetTrigger

func (r *Runtime) GetTrigger() ns.Obj

func (*Runtime) HostPlayer

func (r *Runtime) HostPlayer() ns.Player

func (*Runtime) ImmediateBlind

func (r *Runtime) ImmediateBlind()

func (*Runtime) IsCaller

func (r *Runtime) IsCaller(obj ns.Obj) bool

func (*Runtime) IsCrown

func (r *Runtime) IsCrown(obj ns.Obj) bool

func (*Runtime) IsGameBall

func (r *Runtime) IsGameBall(obj ns.Obj) bool

func (*Runtime) IsSummoned

func (r *Runtime) IsSummoned(obj ns.Obj) bool

func (*Runtime) IsTalking

func (r *Runtime) IsTalking() bool

func (*Runtime) IsTrading

func (r *Runtime) IsTrading() bool

func (*Runtime) IsTrigger

func (r *Runtime) IsTrigger(obj ns.Obj) bool

func (*Runtime) JournalDelete

func (r *Runtime) JournalDelete(obj ns.Obj, message ns.StringID)

func (*Runtime) JournalDeleteStr

func (r *Runtime) JournalDeleteStr(obj ns.Obj, message string)

func (*Runtime) JournalEdit

func (r *Runtime) JournalEdit(obj ns.Obj, message ns.StringID, typ ns.EntryType)

func (*Runtime) JournalEditStr

func (r *Runtime) JournalEditStr(obj ns.Obj, message string, typ ns.EntryType)

func (*Runtime) JournalEntry

func (r *Runtime) JournalEntry(obj ns.Obj, message ns.StringID, typ ns.EntryType)

func (*Runtime) JournalEntryStr

func (r *Runtime) JournalEntryStr(obj ns.Obj, message string, typ ns.EntryType)

func (*Runtime) LoadMap added in v4.20.0

func (r *Runtime) LoadMap(name string, opts *ns.LoadMapOptions)

func (*Runtime) MakeEnemy

func (r *Runtime) MakeEnemy(obj ns.Obj)

func (*Runtime) MakeFriendly

func (r *Runtime) MakeFriendly(obj ns.Obj)

func (*Runtime) Music

func (r *Runtime) Music(music int, volume int)

func (*Runtime) MusicEvent

func (r *Runtime) MusicEvent()

func (*Runtime) MusicPopEvent

func (r *Runtime) MusicPopEvent()

func (*Runtime) MusicPushEvent

func (r *Runtime) MusicPushEvent()

func (*Runtime) NewObject

func (r *Runtime) NewObject(typ *ObjectType, name string, pos types.Pointf) *Object

func (*Runtime) NewObjectType

func (r *Runtime) NewObjectType(cl object.Class, name string) *ObjectType

func (*Runtime) NewPlayer

func (r *Runtime) NewPlayer(name string) *Player

func (*Runtime) NewTimer

func (r *Runtime) NewTimer(dt ns.Duration, fnc ns.Func, args ...any) ns.Timer

func (*Runtime) NewTrap

func (r *Runtime) NewTrap(pos ns.Positioner, spells []ns.TrapSpell) ns.Obj

func (*Runtime) NewWaypoint

func (r *Runtime) NewWaypoint(name string, pos ns.Pointf) ns.WaypointObj

func (*Runtime) NoWallSound

func (r *Runtime) NoWallSound(noWallSound bool)

func (*Runtime) Object

func (r *Runtime) Object(name string) ns.Obj

func (*Runtime) ObjectByHandle

func (r *Runtime) ObjectByHandle(h ns.ObjHandle) ns.Obj

func (*Runtime) ObjectGroup

func (r *Runtime) ObjectGroup(name string) ns.ObjGroup

func (*Runtime) ObjectGroupByHandle

func (r *Runtime) ObjectGroupByHandle(h ns.ObjGroupHandle) ns.ObjGroup

func (*Runtime) ObjectType

func (r *Runtime) ObjectType(name string) ns.ObjType

func (*Runtime) ObjectTypeByInd

func (r *Runtime) ObjectTypeByInd(ind int) ns.ObjType

func (*Runtime) OnChat

func (r *Runtime) OnChat(fnc ns.ChatFunc)

func (*Runtime) OnFrame

func (r *Runtime) OnFrame(fnc ns.FrameFunc)

func (*Runtime) OnMapEvent

func (r *Runtime) OnMapEvent(typ ns.MapEvent, fnc ns.MapEventFunc)

func (*Runtime) OnPlayerDeath

func (r *Runtime) OnPlayerDeath(fnc ns.PlayerDeathFunc)

func (*Runtime) OnPlayerJoin

func (r *Runtime) OnPlayerJoin(fnc ns.PlayerJoinFunc)

func (*Runtime) OnPlayerLeave

func (r *Runtime) OnPlayerLeave(fnc ns.PlayerLeaveFunc)

func (*Runtime) Players

func (r *Runtime) Players() []ns.Player

func (*Runtime) Print

func (r *Runtime) Print(message ns.StringID)

func (*Runtime) PrintStr

func (r *Runtime) PrintStr(message string)

func (*Runtime) PrintStrToAll

func (r *Runtime) PrintStrToAll(message string)

func (*Runtime) PrintToAll

func (r *Runtime) PrintToAll(message ns.StringID)

func (*Runtime) Random

func (r *Runtime) Random(min int, max int) int

func (*Runtime) RandomFloat

func (r *Runtime) RandomFloat(min float32, max float32) float32

func (*Runtime) ResetFrame added in v4.18.1

func (r *Runtime) ResetFrame()

func (*Runtime) ResetQuestStatus

func (r *Runtime) ResetQuestStatus(name string)

func (*Runtime) SetDialog

func (r *Runtime) SetDialog(obj ns.Obj, typ ns.DialogType, start ns.Func, end ns.Func)

func (*Runtime) SetHalberd

func (r *Runtime) SetHalberd(upgrade ns.HalberdLevel)

func (*Runtime) SetQuestStatus

func (r *Runtime) SetQuestStatus(status int, name string)

func (*Runtime) SetQuestStatusFloat

func (r *Runtime) SetQuestStatusFloat(status float32, name string)

func (*Runtime) SetShopkeeperText

func (r *Runtime) SetShopkeeperText(obj ns.Obj, text ns.StringID)

func (*Runtime) SetShopkeeperTextStr

func (r *Runtime) SetShopkeeperTextStr(obj ns.Obj, text string)

func (*Runtime) StartDialog

func (r *Runtime) StartDialog(obj ns.Obj, other ns.Obj)

func (*Runtime) StartupScreen

func (r *Runtime) StartupScreen(which int)

func (*Runtime) StopScript

func (r *Runtime) StopScript(value any)

func (*Runtime) Store

func (r *Runtime) Store(typ ns.StorageType) ns.Storage

func (*Runtime) StoryPic

func (r *Runtime) StoryPic(obj ns.Obj, name string)

func (*Runtime) Teams

func (r *Runtime) Teams() []ns.Team

func (*Runtime) TellStory

func (r *Runtime) TellStory(audio audio.Name, story ns.StringID)

func (*Runtime) TellStoryStr

func (r *Runtime) TellStoryStr(audio audio.Name, story string)

func (*Runtime) Time

func (r *Runtime) Time() time.Duration

func (*Runtime) TimerByHandle

func (r *Runtime) TimerByHandle(h ns.TimerHandle) ns.Timer

func (*Runtime) UnBlind

func (r *Runtime) UnBlind()

func (*Runtime) Unknownb8

func (r *Runtime) Unknownb8(id int) bool

func (*Runtime) Unknownb9

func (r *Runtime) Unknownb9(id int) bool

func (*Runtime) Unknownc4

func (r *Runtime) Unknownc4()

func (*Runtime) Unused1f

func (r *Runtime) Unused1f(id int)

func (*Runtime) Unused20

func (r *Runtime) Unused20(id int)

func (*Runtime) Unused50

func (r *Runtime) Unused50()

func (*Runtime) Unused58

func (r *Runtime) Unused58(arg1 int, arg2 int)

func (*Runtime) Unused59

func (r *Runtime) Unused59(arg1 int, arg2 int)

func (*Runtime) Unused5a

func (r *Runtime) Unused5a(arg1 int, arg2 int)

func (*Runtime) Unused5b

func (r *Runtime) Unused5b(arg1 int, arg2 int)

func (*Runtime) Unused5c

func (r *Runtime) Unused5c(arg1 int, arg2 int)

func (*Runtime) Unused5d

func (r *Runtime) Unused5d(arg1 int, arg2 int)

func (*Runtime) Unused5e

func (r *Runtime) Unused5e(str string) int

func (*Runtime) Unused74

func (r *Runtime) Unused74(arg1 int, arg2 int)

func (*Runtime) Update

func (r *Runtime) Update()

func (*Runtime) UpdateFor added in v4.18.1

func (r *Runtime) UpdateFor(dt time.Duration)

func (*Runtime) UpdateN added in v4.18.1

func (r *Runtime) UpdateN(frames int)

func (*Runtime) Wall

func (r *Runtime) Wall(x int, y int) ns.WallObj

func (*Runtime) WallByHandle

func (r *Runtime) WallByHandle(h ns.WallHandle) ns.WallObj

func (*Runtime) WallGroup

func (r *Runtime) WallGroup(name string) ns.WallGroupObj

func (*Runtime) WallGroupByHandle

func (r *Runtime) WallGroupByHandle(h ns.WallGroupHandle) ns.WallGroupObj

func (*Runtime) Waypoint

func (r *Runtime) Waypoint(name string) ns.WaypointObj

func (*Runtime) WaypointByHandle

func (r *Runtime) WaypointByHandle(h ns.WaypointHandle) ns.WaypointObj

func (*Runtime) WaypointGroup

func (r *Runtime) WaypointGroup(name string) ns.WaypointGroupObj

func (*Runtime) WaypointGroupByHandle

func (r *Runtime) WaypointGroupByHandle(h ns.WaypointGroupHandle) ns.WaypointGroupObj

func (*Runtime) Waypoints

func (r *Runtime) Waypoints() []ns.WaypointObj

func (*Runtime) WideScreen

func (r *Runtime) WideScreen(enable bool)

func (*Runtime) WithArgs added in v4.18.1

func (r *Runtime) WithArgs(caller, trigger *Object) func()

type Storage

type Storage struct {
	Sessions    map[string]*Store
	Persistents map[string]*Store
}

func (*Storage) Persistent

func (s *Storage) Persistent(name string) *Store

func (*Storage) Session

func (s *Storage) Session(name string) *Store

type Store

type Store struct {
	Persistent bool
	Name       string
	Data       map[string][]byte
}

func (*Store) Get

func (s *Store) Get(key string, obj any) error

func (*Store) Set

func (s *Store) Set(key string, obj any) error

type Timer

type Timer struct {
	// contains filtered or unexported fields
}

func (*Timer) Cancel

func (t *Timer) Cancel() bool

func (*Timer) ScriptID

func (t *Timer) ScriptID() int

func (*Timer) TimerScriptID

func (t *Timer) TimerScriptID() int

func (*Timer) Update

func (t *Timer) Update()

type Timers

type Timers struct {
	// contains filtered or unexported fields
}

func (*Timers) New added in v4.18.1

func (s *Timers) New(frames uint32, fnc func()) *Timer

func (*Timers) NewDur added in v4.18.1

func (s *Timers) NewDur(t time.Duration, fnc func()) *Timer

func (*Timers) Update

func (s *Timers) Update()

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