Documentation ¶
Index ¶
- Constants
- func CaculateAttack(attrType int, baseAttack, strength, agility, intelligence int64) int64
- func CaculateDefense(baseDefense, agility int64) int64
- func CaculateLife(baseLife, strength int64) int64
- func CaculateMana(baseMana, intelligence int64) int64
- type BufferObject
- type GameObject
- type HeroObject
- type MonsterObject
- type SpellObject
Constants ¶
View Source
const ( LIFE_STRENGTH_PERM = 15 MANA_INTELLIGENCE_PERM = 10 ATTACK_ATTR_PERM = 2 DEFENSE_AGILITY_PERM = 2 )
Variables ¶
This section is empty.
Functions ¶
func CaculateAttack ¶
func CaculateDefense ¶
func CaculateLife ¶
func CaculateMana ¶
Types ¶
type BufferObject ¶
type BufferObject struct { model.BufferState CurCnt int `json:"cur_cnt"` //当前第几次伤害 ElapsedTime int64 `json:"elapsed_time"` //已经过的时间 TotalTime int64 `json:"total_time"` //总持续时间 }
func NewBufferObject ¶
func NewBufferObject(data *model.BufferState) *BufferObject
type GameObject ¶
type HeroObject ¶
type HeroObject struct { model.Hero GameObject Life int64 `json:"life" db:"life" ` // Mana int64 `json:"mana" db:"mana" ` // State constants.ActionState }
func NewHeroObject ¶
func NewHeroObject(data *model.Hero) *HeroObject
func (*HeroObject) IsAlive ¶
func (h *HeroObject) IsAlive() bool
func (*HeroObject) UpdateProperty ¶
func (h *HeroObject) UpdateProperty()
type MonsterObject ¶
type MonsterObject struct { GameObject Data model.Monster `json:"-"` //这个不用传递给前端,节省数据 Name string `json:"name"` Id int64 `json:"id"` Avatar string `json:"avatar" db:"avatar" ` //模型 MonsterType int `json:"monster_type" db:"monster_type" ` //0-怪物, 1-npc Level int `json:"level" db:"level" ` // Grade int `json:"grade" db:"grade" ` //级别:0"普通怪",1"小头目",2"精英怪",3"大BOSS", 4"变态怪", 5 "变态怪" MaxLife int64 `json:"max_life" db:"max_life" ` // MaxMana int64 `json:"max_mana" db:"max_mana" ` // Life int64 `json:"life" db:"life" ` // Mana int64 `json:"mana" db:"mana" ` // Defense int64 `json:"defense" db:"defense" ` // Attack int64 `json:"attack" db:"attack" ` // Dir int `json:"dir"` State constants.ActionState `json:"state"` }
func NewMonsterObject ¶
func NewMonsterObject(data *model.Monster, offset int) *MonsterObject
func (*MonsterObject) GetDefense ¶
func (m *MonsterObject) GetDefense() int64
func (*MonsterObject) IsAlive ¶
func (m *MonsterObject) IsAlive() bool
func (*MonsterObject) UpdateProperty ¶
func (m *MonsterObject) UpdateProperty()
type SpellObject ¶
type SpellObject struct { GameObject Data model.Spell `json:"-"` Id int64 `json:"id"` SpellId int `json:"-"` Name string `json:"name" ` // Description string `json:"description" ` // FlyAnimation string `json:"fly_animation" ` // FlyStepTime int `json:"fly_step_time" ` //飞行速度 SpellType int `json:"spell_type" ` //飞行速度 CdTime int `json:"cd_time" ` //cd间隔 CurCdTime int `json:"cur_cd_time" ` //当前cd间隔 Buf *model.BufferState `json:"-"` TargetPos shape.Vector3 `json:"target_pos"` CasterId int64 `json:"caster_id"` CasterType int `json:"caster_type"` TargetId int64 `json:"target_id"` TargetType int `json:"target_type"` }
func NewSpellObject ¶
func NewSpellObject(data *model.Spell, buf *model.BufferState) *SpellObject
func (*SpellObject) GenId ¶
func (s *SpellObject) GenId()
func (*SpellObject) ResetCDTime ¶
func (s *SpellObject) ResetCDTime()
func (*SpellObject) Update ¶
func (s *SpellObject) Update(elapsedTime int64)
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