Documentation ¶
Index ¶
- type CameraController
- type GameScene
- type MouseDebugger
- type PlayerController
- func (sp *PlayerController) LateUpdate()
- func (sp *PlayerController) OnCollisionEnter(arbiter engine.Arbiter) bool
- func (sp *PlayerController) OnCollisionExit(arbiter engine.Arbiter)
- func (sp *PlayerController) Shoot()
- func (sp *PlayerController) Start()
- func (sp *PlayerController) TestCoroutines()
- func (sp *PlayerController) Update()
- type Rotator
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type CameraController ¶
type CameraController struct { engine.BaseComponent Speed float64 }
func NewCameraCtl ¶
func NewCameraCtl(speed float64) *CameraController
func (*CameraController) Update ¶
func (sp *CameraController) Update()
type GameScene ¶
type GameScene struct { *engine.SceneData Layer1 *engine.GameObject Layer2 *engine.GameObject Layer3 *engine.GameObject }
var (
GameSceneGeneral *GameScene
)
type MouseDebugger ¶
type MouseDebugger struct {
engine.BaseComponent
}
func NewMouseDebugger ¶
func NewMouseDebugger() *MouseDebugger
func (*MouseDebugger) Update ¶
func (m *MouseDebugger) Update()
type PlayerController ¶
type PlayerController struct { engine.BaseComponent Speed float32 JumpSpeed float32 Physics *engine.Physics Fire *engine.GameObject Floor *engine.GameObject Fires []*engine.GameObject // contains filtered or unexported fields }
func NewPlayerController ¶
func NewPlayerController() *PlayerController
func (*PlayerController) LateUpdate ¶
func (sp *PlayerController) LateUpdate()
func (*PlayerController) OnCollisionEnter ¶
func (sp *PlayerController) OnCollisionEnter(arbiter engine.Arbiter) bool
func (*PlayerController) OnCollisionExit ¶
func (sp *PlayerController) OnCollisionExit(arbiter engine.Arbiter)
func (*PlayerController) Shoot ¶
func (sp *PlayerController) Shoot()
func (*PlayerController) Start ¶
func (sp *PlayerController) Start()
func (*PlayerController) TestCoroutines ¶
func (sp *PlayerController) TestCoroutines()
func (*PlayerController) Update ¶
func (sp *PlayerController) Update()
type Rotator ¶
type Rotator struct {
engine.BaseComponent
}
func NewRotator ¶
func NewRotator() *Rotator
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