Documentation
¶
Index ¶
- func InferLanguages() []string
- func NewRotation(deg float64) *gmath.Rad
- func NewSimulatedScene(ctx *Context, controller SceneController) (*SimulationRunner, *Scene)
- func NewVec(x, y float64) *gmath.Vec
- func RGB(rgb uint64) color.RGBA
- func RunGame(ctx *Context, controller SceneController) error
- type AlignHorizontal
- type AlignVertical
- type Animation
- func (a *Animation) IsDisposed() bool
- func (a *Animation) Rewind()
- func (a *Animation) RewindTo(value float64)
- func (a *Animation) SetAnimationSpan(value float64)
- func (a *Animation) SetOffsetY(offset float64)
- func (a *Animation) SetSecondsPerFrame(seconds float64)
- func (a *Animation) SetSprite(s *Sprite, numFrames int)
- func (a *Animation) Sprite() *Sprite
- func (a *Animation) Tick(delta float64) bool
- type AnimationMode
- type AudioSystem
- func (sys *AudioSystem) ContinueCurrentMusic()
- func (sys *AudioSystem) ContinueMusic(id resource.AudioID)
- func (sys *AudioSystem) DecodeOGG(r io.Reader) (*vorbis.Stream, error)
- func (sys *AudioSystem) DecodeWAV(r io.Reader) (*wav.Stream, error)
- func (sys *AudioSystem) EnqueueSound(id resource.AudioID)
- func (sys *AudioSystem) GetContext() *audio.Context
- func (sys *AudioSystem) MusicIsPlaying() bool
- func (sys *AudioSystem) PauseCurrentMusic()
- func (sys *AudioSystem) PlayMusic(id resource.AudioID)
- func (sys *AudioSystem) PlaySound(id resource.AudioID)
- func (sys *AudioSystem) PlaySoundWithVolume(id resource.AudioID, vol float64)
- func (sys *AudioSystem) ResetQueue()
- func (sys *AudioSystem) SetGroupVolume(groupID uint, multiplier float64)
- func (sys *AudioSystem) Update()
- type ColorScale
- type Context
- func (ctx *Context) ChangeScene(controller SceneController)
- func (ctx *Context) CheckGameData(key string) bool
- func (ctx *Context) Draw(screen *ebiten.Image)
- func (ctx *Context) InferDisplayRatio() (int, int)
- func (ctx *Context) LayoutSize() (int, int)
- func (ctx *Context) LoadGameData(key string, dst any) error
- func (ctx *Context) LocateGameData(key string) string
- func (ctx *Context) ReadGameData(key string) ([]byte, error)
- func (ctx *Context) SaveGameData(key string, data any)
- func (ctx *Context) WindowRect() gmath.Rect
- type ContextConfig
- type GrowHorizontal
- type GrowVertical
- type Image
- type Label
- func (l *Label) Dispose()
- func (l *Label) Draw(screen *ebiten.Image)
- func (l *Label) DrawWithOffset(screen *ebiten.Image, offset gmath.Vec)
- func (l *Label) GetAlpha() float32
- func (l *Label) GetColorScale() ColorScale
- func (l *Label) IsDisposed() bool
- func (l *Label) SetAlpha(a float32)
- func (l *Label) SetColorScale(colorScale ColorScale)
- func (l *Label) SetColorScaleRGBA(r, g, b, a uint8)
- type Line
- func (l *Line) BoundsRect() gmath.Rect
- func (l *Line) Dispose()
- func (l *Line) Draw(screen *ebiten.Image)
- func (l *Line) DrawWithOffset(screen *ebiten.Image, offset gmath.Vec)
- func (l *Line) GetAlpha() float32
- func (l *Line) IsDisposed() bool
- func (l *Line) SetAlpha(a float32)
- func (l *Line) SetColorScale(colorScale ColorScale)
- func (l *Line) SetColorScaleRGBA(r, g, b, a uint8)
- type LinePoint
- type MultiLayer
- type PanicInfo
- type Particle
- type ParticleConfig
- type ParticleEmitter
- func (e *ParticleEmitter) Dispose()
- func (e *ParticleEmitter) DisposeDetached()
- func (e *ParticleEmitter) Draw(screen *ebiten.Image)
- func (e *ParticleEmitter) Init(scene *Scene)
- func (e *ParticleEmitter) IsDisposed() bool
- func (e *ParticleEmitter) SetConfig(config ParticleConfig)
- func (e *ParticleEmitter) SetImage(img resource.Image)
- func (e *ParticleEmitter) Update(delta float64)
- type PolyLine
- type Pos
- type Rect
- type Renderer
- type RootScene
- type Scene
- func (s *Scene) AddBody(b *physics.Body)
- func (s *Scene) AddGraphics(g SceneGraphics)
- func (s *Scene) AddGraphicsAbove(g SceneGraphics, zindex uint8)
- func (s *Scene) AddGraphicsBelow(g SceneGraphics, zindex uint8)
- func (scene *Scene) AddObject(o SceneObject)
- func (scene *Scene) AddObjectAbove(o SceneObject, zindex uint8)
- func (scene *Scene) AddObjectBelow(o SceneObject, zindex uint8)
- func (s *Scene) Audio() *AudioSystem
- func (s *Scene) Context() *Context
- func (scene *Scene) DelayedCall(seconds float64, fn func())
- func (s *Scene) Dict() *langs.Dictionary
- func (s *Scene) GetCollisions(b *physics.Body) []physics.Collision
- func (s *Scene) GetCollisionsAtLayer(b *physics.Body, offset gmath.Vec, layerMask uint16) []physics.Collision
- func (s *Scene) GetMovementCollision(b *physics.Body, velocity gmath.Vec) *physics.Collision
- func (s *Scene) HasCollisionsAt(b *physics.Body, offset gmath.Vec) bool
- func (s *Scene) HasCollisionsAtLayer(b *physics.Body, offset gmath.Vec, layerMask uint16) bool
- func (s *Scene) LoadImage(imageID resource.ImageID) resource.Image
- func (s *Scene) LoadRaw(rawID resource.RawID) resource.Raw
- func (s *Scene) NewLabel(fontID resource.FontID) *Label
- func (s *Scene) NewParticleEmitter(imageID resource.ImageID) *ParticleEmitter
- func (s *Scene) NewRepeatedSprite(imageID resource.ImageID, width, height float64) *Sprite
- func (s *Scene) NewShader(shaderID resource.ShaderID) Shader
- func (s *Scene) NewSprite(imageID resource.ImageID) *Sprite
- func (s *Scene) Rand() *gmath.Rand
- type SceneController
- type SceneGraphics
- type SceneGraphicsLayer
- type SceneObject
- type Shader
- type ShaderLayer
- type SimpleLayer
- type SimulationRunner
- type Sprite
- func (s *Sprite) AnchorPos() Pos
- func (s *Sprite) BoundsRect() gmath.Rect
- func (s *Sprite) Dispose()
- func (s *Sprite) Draw(screen *ebiten.Image)
- func (s *Sprite) DrawWithOffset(screen *ebiten.Image, offset gmath.Vec)
- func (s *Sprite) GetAlpha() float32
- func (s *Sprite) GetColorScale() ColorScale
- func (s *Sprite) GetScale() (width, height float64)
- func (s *Sprite) ImageHeight() float64
- func (s *Sprite) ImageID() resource.ImageID
- func (s *Sprite) ImageWidth() float64
- func (s *Sprite) IsDisposed() bool
- func (s *Sprite) SetAlpha(a float32)
- func (s *Sprite) SetColorScale(colorScale ColorScale)
- func (s *Sprite) SetColorScaleRGBA(r, g, b, a uint8)
- func (s *Sprite) SetImage(img resource.Image)
- func (s *Sprite) SetRepeatedImage(img resource.Image, width, height float64)
- func (s *Sprite) SetScale(width, height float64)
- type Texture
- type TextureLine
- func (l *TextureLine) BoundsRect() gmath.Rect
- func (l *TextureLine) Dispose()
- func (l *TextureLine) Draw(screen *ebiten.Image)
- func (l *TextureLine) DrawWithOffset(screen *ebiten.Image, offset gmath.Vec)
- func (l *TextureLine) GetAlpha() float32
- func (l *TextureLine) IsDisposed() bool
- func (l *TextureLine) SetAlpha(a float32)
- func (l *TextureLine) SetTexture(tex *Texture)
- type TiledBackground
- func (bg *TiledBackground) Dispose()
- func (bg *TiledBackground) Draw(screen *ebiten.Image)
- func (bg *TiledBackground) DrawImage(img *ebiten.Image, options *ebiten.DrawImageOptions)
- func (bg *TiledBackground) DrawPartial(screen *ebiten.Image, section gmath.Rect)
- func (bg *TiledBackground) DrawPartialWithOffset(screen *ebiten.Image, section gmath.Rect, offset gmath.Vec)
- func (bg *TiledBackground) IsDisposed() bool
- func (bg *TiledBackground) LoadTileset(ctx *Context, width, height float64, source resource.ImageID, ...)
- func (bg *TiledBackground) LoadTilesetWithRand(ctx *Context, rand *gmath.Rand, width, height float64, source resource.ImageID, ...)
- type TimeDeltaMode
- type YSortLayer
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func InferLanguages ¶
func InferLanguages() []string
func NewRotation ¶
func NewSimulatedScene ¶
func NewSimulatedScene(ctx *Context, controller SceneController) (*SimulationRunner, *Scene)
func RGB ¶
RGB returns a color.RGBA created from the bits of rgb value. RGB(0xAABBCC) is identical to color.RGBA{R: 0xAA, G: 0xBB, B: 0xCC, A: 0xFF}
func RunGame ¶
func RunGame(ctx *Context, controller SceneController) error
Types ¶
type AlignHorizontal ¶
type AlignHorizontal uint8
const ( AlignHorizontalLeft AlignHorizontal = iota AlignHorizontalCenter AlignHorizontalRight )
type AlignVertical ¶
type AlignVertical uint8
const ( AlignVerticalTop AlignVertical = iota AlignVerticalCenter AlignVerticalBottom )
type Animation ¶
type Animation struct { Mode AnimationMode EventFrameChanged gesignal.Event[int] // contains filtered or unexported fields }
func NewAnimation ¶
func NewRepeatedAnimation ¶
func (*Animation) IsDisposed ¶
func (*Animation) SetAnimationSpan ¶
func (*Animation) SetOffsetY ¶
func (*Animation) SetSecondsPerFrame ¶
type AnimationMode ¶
type AnimationMode int
const ( AnimationForward AnimationMode = iota AnimationBackward )
type AudioSystem ¶
type AudioSystem struct {
// contains filtered or unexported fields
}
func (*AudioSystem) ContinueCurrentMusic ¶
func (sys *AudioSystem) ContinueCurrentMusic()
func (*AudioSystem) ContinueMusic ¶
func (sys *AudioSystem) ContinueMusic(id resource.AudioID)
func (*AudioSystem) EnqueueSound ¶
func (sys *AudioSystem) EnqueueSound(id resource.AudioID)
func (*AudioSystem) GetContext ¶
func (sys *AudioSystem) GetContext() *audio.Context
func (*AudioSystem) MusicIsPlaying ¶
func (sys *AudioSystem) MusicIsPlaying() bool
func (*AudioSystem) PauseCurrentMusic ¶
func (sys *AudioSystem) PauseCurrentMusic()
func (*AudioSystem) PlayMusic ¶
func (sys *AudioSystem) PlayMusic(id resource.AudioID)
func (*AudioSystem) PlaySound ¶
func (sys *AudioSystem) PlaySound(id resource.AudioID)
func (*AudioSystem) PlaySoundWithVolume ¶
func (sys *AudioSystem) PlaySoundWithVolume(id resource.AudioID, vol float64)
func (*AudioSystem) ResetQueue ¶
func (sys *AudioSystem) ResetQueue()
func (*AudioSystem) SetGroupVolume ¶
func (sys *AudioSystem) SetGroupVolume(groupID uint, multiplier float64)
func (*AudioSystem) Update ¶
func (sys *AudioSystem) Update()
type ColorScale ¶
func (*ColorScale) SetColor ¶
func (c *ColorScale) SetColor(rgba color.RGBA)
func (*ColorScale) SetRGBA ¶
func (c *ColorScale) SetRGBA(r, g, b, a uint8)
type Context ¶
type Context struct { Loader *resource.Loader Renderer *Renderer Input input.System Audio AudioSystem Dict *langs.Dictionary Rand gmath.Rand CurrentScene *RootScene // If non-nil, this function is used to create a scene controller that will handle the panic. // The single arguments holds the occurred panic information. // When game panics for whatever reason, instead of crashing, you can assign a // recovery controller constructor here. // You can just show the error to the user and crash or you may want to recover the game somehow // (e.g. run the main menu controller again). NewPanicController func(panicInfo *PanicInfo) SceneController OnCriticalError func(err error) GameName string FullScreen bool WindowTitle string WindowWidth float64 WindowHeight float64 ScreenWidth float64 ScreenHeight float64 // contains filtered or unexported fields }
func NewContext ¶
func NewContext(config ContextConfig) *Context
func (*Context) ChangeScene ¶
func (ctx *Context) ChangeScene(controller SceneController)
func (*Context) CheckGameData ¶
func (*Context) InferDisplayRatio ¶
func (*Context) LayoutSize ¶
func (*Context) LocateGameData ¶
func (*Context) SaveGameData ¶
func (*Context) WindowRect ¶
type ContextConfig ¶
type ContextConfig struct { Mute bool // UpdateFn - user defined function is called in every update cycle if not null UpdateFn func(delta float64) TimeDeltaMode TimeDeltaMode }
type GrowHorizontal ¶
type GrowHorizontal uint8
const ( GrowHorizontalRight GrowHorizontal = iota GrowHorizontalLeft GrowHorizontalBoth GrowHorizontalNone )
type GrowVertical ¶
type GrowVertical uint8
const ( GrowVerticalDown GrowVertical = iota GrowVerticalUp GrowVerticalBoth GrowVerticalNone )
type Label ¶
type Label struct { Text string Pos Pos Width float64 Height float64 Visible bool AlignVertical AlignVertical AlignHorizontal AlignHorizontal GrowVertical GrowVertical GrowHorizontal GrowHorizontal // contains filtered or unexported fields }
func (*Label) DrawWithOffset ¶
func (*Label) GetColorScale ¶
func (l *Label) GetColorScale() ColorScale
func (*Label) IsDisposed ¶
func (*Label) SetColorScale ¶
func (l *Label) SetColorScale(colorScale ColorScale)
func (*Label) SetColorScaleRGBA ¶
type Line ¶
type Line struct { BeginPos Pos EndPos Pos Width float64 Visible bool // contains filtered or unexported fields }
func (*Line) BoundsRect ¶
func (*Line) DrawWithOffset ¶
func (*Line) IsDisposed ¶
func (*Line) SetColorScale ¶
func (l *Line) SetColorScale(colorScale ColorScale)
func (*Line) SetColorScaleRGBA ¶
type LinePoint ¶
type LinePoint struct { Pos gmath.Vec ColorScale ColorScale }
type MultiLayer ¶
type MultiLayer struct {
List []SceneGraphicsLayer
}
func NewMultiLayer ¶
func NewMultiLayer(layers ...SceneGraphicsLayer) *MultiLayer
func NewMultiSimpleLayer ¶
func NewMultiSimpleLayer(numLayers int) *MultiLayer
func (*MultiLayer) AddGraphics ¶
func (l *MultiLayer) AddGraphics(g SceneGraphics)
func (*MultiLayer) Draw ¶
func (l *MultiLayer) Draw(screen *ebiten.Image)
func (*MultiLayer) IsDisposed ¶
func (l *MultiLayer) IsDisposed() bool
type PanicInfo ¶
type PanicInfo struct { // A controller that was active during the panic. Controller SceneController // The error trace. Trace string // A value retrieved from recover(). Value any }
type ParticleConfig ¶
type ParticleEmitter ¶
type ParticleEmitter struct { Visible bool Centered bool Pos Pos FrameOffset gmath.Vec FrameWidth float64 FrameHeight float64 Hue gmath.Rad // contains filtered or unexported fields }
func NewParticleEmitter ¶
func NewParticleEmitter() *ParticleEmitter
func (*ParticleEmitter) Dispose ¶
func (e *ParticleEmitter) Dispose()
func (*ParticleEmitter) DisposeDetached ¶
func (e *ParticleEmitter) DisposeDetached()
func (*ParticleEmitter) Draw ¶
func (e *ParticleEmitter) Draw(screen *ebiten.Image)
func (*ParticleEmitter) Init ¶
func (e *ParticleEmitter) Init(scene *Scene)
func (*ParticleEmitter) IsDisposed ¶
func (e *ParticleEmitter) IsDisposed() bool
func (*ParticleEmitter) SetConfig ¶
func (e *ParticleEmitter) SetConfig(config ParticleConfig)
func (*ParticleEmitter) SetImage ¶
func (e *ParticleEmitter) SetImage(img resource.Image)
func (*ParticleEmitter) Update ¶
func (e *ParticleEmitter) Update(delta float64)
type PolyLine ¶
type PolyLine struct { Points []LinePoint Width float64 Visible bool // contains filtered or unexported fields }
func NewPolyLine ¶
func NewPolyLine() *PolyLine
func (*PolyLine) IsDisposed ¶
func (*PolyLine) PushColorPoint ¶
func (l *PolyLine) PushColorPoint(pt gmath.Vec, c ColorScale)
func (*PolyLine) ResetPoints ¶
func (l *PolyLine) ResetPoints()
type Pos ¶
Pos represents a position with optional offset relative to its base.
func (Pos) WithOffset ¶
type Rect ¶
type Rect struct { Pos Pos Width float64 Height float64 Centered bool OutlineColorScale ColorScale FillColorScale ColorScale OutlineWidth float64 Visible bool // contains filtered or unexported fields }
func (*Rect) AnchorPos ¶
AnchorPos returns a top-left position. When Centered is false, it's identical to Pos, otherwise it will apply the computations to get the right anchor for the centered rect.
func (*Rect) BoundsRect ¶
func (*Rect) DrawWithOffset ¶
func (*Rect) IsDisposed ¶
type Renderer ¶
type Renderer struct {
// contains filtered or unexported fields
}
func NewRenderer ¶
func NewRenderer() *Renderer
func (*Renderer) Draw ¶
func (r *Renderer) Draw(screen *ebiten.Image, graphics *[zindexMax][]SceneGraphics)
type Scene ¶
type Scene struct {
// contains filtered or unexported fields
}
func (*Scene) AddGraphics ¶
func (s *Scene) AddGraphics(g SceneGraphics)
func (*Scene) AddGraphicsAbove ¶
func (s *Scene) AddGraphicsAbove(g SceneGraphics, zindex uint8)
func (*Scene) AddGraphicsBelow ¶
func (s *Scene) AddGraphicsBelow(g SceneGraphics, zindex uint8)
func (*Scene) AddObject ¶
func (scene *Scene) AddObject(o SceneObject)
func (*Scene) AddObjectAbove ¶
func (scene *Scene) AddObjectAbove(o SceneObject, zindex uint8)
func (*Scene) AddObjectBelow ¶
func (scene *Scene) AddObjectBelow(o SceneObject, zindex uint8)
func (*Scene) Audio ¶
func (s *Scene) Audio() *AudioSystem
func (*Scene) DelayedCall ¶
func (*Scene) Dict ¶
func (s *Scene) Dict() *langs.Dictionary
func (*Scene) GetCollisionsAtLayer ¶
func (*Scene) GetMovementCollision ¶
func (*Scene) HasCollisionsAt ¶
func (*Scene) HasCollisionsAtLayer ¶
func (*Scene) NewParticleEmitter ¶
func (s *Scene) NewParticleEmitter(imageID resource.ImageID) *ParticleEmitter
func (*Scene) NewRepeatedSprite ¶
type SceneController ¶
type SceneGraphics ¶
type SceneGraphics interface { Draw(dst *ebiten.Image) IsDisposed() bool }
type SceneGraphicsLayer ¶
type SceneGraphicsLayer interface { AddGraphics(g SceneGraphics) Draw(dst *ebiten.Image) }
type SceneObject ¶
type SceneObject interface { // Init is called once when object is added to the scene. // // It's a good time to initialize all dependent objects // and attach sprites to the scene. Init(*Scene) // IsDisposed reports whether scene object was disposed. // // Disposed objects are removed from the scene before their // Update method is called for the current frame. IsDisposed() bool // Update is called for every object during every logical game frame. // Delta specifies how many seconds have passed from the previous frame. Update(delta float64) }
type Shader ¶
type Shader struct { Enabled bool Texture1 resource.Image Texture2 resource.Image Texture3 resource.Image // contains filtered or unexported fields }
func (*Shader) SetFloatValue ¶
func (*Shader) SetIntValue ¶
type ShaderLayer ¶
func NewShaderLayer ¶
func NewShaderLayer() *ShaderLayer
func (*ShaderLayer) AddGraphics ¶
func (l *ShaderLayer) AddGraphics(g SceneGraphics)
func (*ShaderLayer) Draw ¶
func (l *ShaderLayer) Draw(screen *ebiten.Image)
func (*ShaderLayer) IsDisposed ¶
func (l *ShaderLayer) IsDisposed() bool
type SimpleLayer ¶
type SimpleLayer struct { Visible bool // contains filtered or unexported fields }
func NewSimpleLayer ¶
func NewSimpleLayer() *SimpleLayer
func (*SimpleLayer) AddGraphics ¶
func (l *SimpleLayer) AddGraphics(g SceneGraphics)
func (*SimpleLayer) Draw ¶
func (l *SimpleLayer) Draw(screen *ebiten.Image)
func (*SimpleLayer) IsDisposed ¶
func (l *SimpleLayer) IsDisposed() bool
type SimulationRunner ¶
type SimulationRunner struct {
// contains filtered or unexported fields
}
func (*SimulationRunner) Update ¶
func (r *SimulationRunner) Update(delta float64)
type Sprite ¶
type Sprite struct { Pos Pos Rotation *gmath.Rad FlipHorizontal bool FlipVertical bool Visible bool Centered bool FrameOffset gmath.Vec FrameWidth float64 FrameHeight float64 FrameTrimTop float64 FrameTrimBottom float64 Shader Shader // contains filtered or unexported fields }
func (*Sprite) AnchorPos ¶
AnchorPos returns a top-left position. When Centered is false, it's identical to Pos, otherwise it will apply the computations to get the right anchor for the centered sprite.
func (*Sprite) BoundsRect ¶
func (*Sprite) DrawWithOffset ¶
func (*Sprite) GetColorScale ¶
func (s *Sprite) GetColorScale() ColorScale
func (*Sprite) ImageHeight ¶
func (*Sprite) ImageWidth ¶
func (*Sprite) IsDisposed ¶
func (*Sprite) SetColorScale ¶
func (s *Sprite) SetColorScale(colorScale ColorScale)
func (*Sprite) SetColorScaleRGBA ¶
func (*Sprite) SetRepeatedImage ¶
type TextureLine ¶
type TextureLine struct { BeginPos Pos EndPos Pos Shader Shader Visible bool // contains filtered or unexported fields }
func NewTextureLine ¶
func NewTextureLine(ctx *Context, begin, end Pos) *TextureLine
func (*TextureLine) BoundsRect ¶
func (l *TextureLine) BoundsRect() gmath.Rect
func (*TextureLine) Dispose ¶
func (l *TextureLine) Dispose()
func (*TextureLine) Draw ¶
func (l *TextureLine) Draw(screen *ebiten.Image)
func (*TextureLine) DrawWithOffset ¶
func (l *TextureLine) DrawWithOffset(screen *ebiten.Image, offset gmath.Vec)
func (*TextureLine) GetAlpha ¶
func (l *TextureLine) GetAlpha() float32
func (*TextureLine) IsDisposed ¶
func (l *TextureLine) IsDisposed() bool
func (*TextureLine) SetAlpha ¶
func (l *TextureLine) SetAlpha(a float32)
func (*TextureLine) SetTexture ¶
func (l *TextureLine) SetTexture(tex *Texture)
type TiledBackground ¶
type TiledBackground struct { Pos Pos Visible bool ColorScale ColorScale Hue gmath.Rad // contains filtered or unexported fields }
func NewTiledBackground ¶
func NewTiledBackground(ctx *Context) *TiledBackground
func (*TiledBackground) Dispose ¶
func (bg *TiledBackground) Dispose()
func (*TiledBackground) Draw ¶
func (bg *TiledBackground) Draw(screen *ebiten.Image)
func (*TiledBackground) DrawImage ¶
func (bg *TiledBackground) DrawImage(img *ebiten.Image, options *ebiten.DrawImageOptions)
func (*TiledBackground) DrawPartial ¶
func (bg *TiledBackground) DrawPartial(screen *ebiten.Image, section gmath.Rect)
func (*TiledBackground) DrawPartialWithOffset ¶
func (bg *TiledBackground) DrawPartialWithOffset(screen *ebiten.Image, section gmath.Rect, offset gmath.Vec)
func (*TiledBackground) IsDisposed ¶
func (bg *TiledBackground) IsDisposed() bool
func (*TiledBackground) LoadTileset ¶
type TimeDeltaMode ¶
type TimeDeltaMode int
const ( TimeDeltaComputed60 TimeDeltaMode = iota TimeDeltaComputed120 TimeDeltaFixed60 TimeDeltaFixed120 )
type YSortLayer ¶
type YSortLayer struct { Visible bool // contains filtered or unexported fields }
func NewYSortLayer ¶
func NewYSortLayer() *YSortLayer
func (*YSortLayer) AddGraphics ¶
func (l *YSortLayer) AddGraphics(g SceneGraphics)
func (*YSortLayer) AddGraphicsWithPos ¶
func (l *YSortLayer) AddGraphicsWithPos(g SceneGraphics, pos Pos)
func (*YSortLayer) Dispose ¶
func (l *YSortLayer) Dispose()
func (*YSortLayer) Draw ¶
func (l *YSortLayer) Draw(screen *ebiten.Image)
func (*YSortLayer) IsDisposed ¶
func (l *YSortLayer) IsDisposed() bool
Source Files
¶
- animation.go
- audio_system.go
- context.go
- display_ratio.go
- ebiten_image.go
- ge.go
- image.go
- image_cache.go
- label.go
- layer_multi.go
- layer_shader.go
- layer_simple.go
- layer_ysort.go
- line.go
- particle_emitter.go
- polyline.go
- pos.go
- rect.go
- renderer.go
- root_scene.go
- rungame_desktop.go
- scene.go
- sprite.go
- texture.go
- texture_line.go
- tiled_background.go
- utils.go
- utils_internal.go
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