Documentation ¶
Index ¶
- Constants
- Variables
- func CheckError(err error) bool
- func Connect(name string, errChan *chan error)
- func CreatePowerUp(position engine.Vector)
- func LoadTextures()
- func PowerUpShip(p Power)
- func SpawnMainPlayer(spawnPlayer server.SpawnPlayer)
- func SpawnPlayer(spawnPlayer server.SpawnPlayer)
- type Background
- type Client
- type DamageDealer
- type Destoyable
- type DestoyableFuncs
- type EnemeyAI
- type EnemeyType
- type GameScene
- type Missle
- type MouseDebugger
- type Power
- type PowerUp
- type ResizeScript
- type ShipController
Constants ¶
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const ( Enemey_Boss = iota Enemey_Cookie )
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const ( Speed = Power(2) Damage = Power(1) Range = Power(6) HP = Power(5) )
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const ( MissleTag = "Missle" CookieTag = "Cookie" )
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const HPGUI_A = 124
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const HP_A = 123
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const Jet_A = 125
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const Missle_A = 334
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const Queen_A = 666
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const ServerIP = "localhost:3123"
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const ServerLocalIP = "localhost:3123"
Variables ¶
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var ( PowerUpChance = 2 PowerUpRepairChance = 5 )
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var ( GameSceneGeneral *GameScene Player *engine.GameObject PlayerShip *ShipController Explosion *engine.GameObject PowerUpGO *engine.GameObject Wall *engine.GameObject ArialFont *engine.Font ArialFont2 *engine.Font Players map[server.ID]*engine.GameObject = make(map[server.ID]*engine.GameObject) )
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var Explosion_ID engine.ID
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var PowerUps_ID engine.ID
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var SpaceShip_A = "Ship"
Functions ¶
func CheckError ¶
func CreatePowerUp ¶
func LoadTextures ¶
func LoadTextures()
func PowerUpShip ¶
func PowerUpShip(p Power)
func SpawnMainPlayer ¶
func SpawnMainPlayer(spawnPlayer server.SpawnPlayer)
func SpawnPlayer ¶
func SpawnPlayer(spawnPlayer server.SpawnPlayer)
Types ¶
type Background ¶
type Background struct { engine.BaseComponent // contains filtered or unexported fields }
func NewBackground ¶
func NewBackground(sprite *engine.Sprite) *Background
func (*Background) Draw ¶
func (sp *Background) Draw()
type Client ¶
type Client struct { engine.BaseComponent Socket *net.TCPConn Name string ID server.ID Ship *ShipController Encoder *gob.Encoder Decoder *gob.Decoder Jobs chan func() GameJobs chan func() Disconnected bool // contains filtered or unexported fields }
func (*Client) HandlePacket ¶
func (*Client) LateUpdate ¶
func (c *Client) LateUpdate()
func (*Client) SendRespawn ¶
type DamageDealer ¶
type DamageDealer struct { engine.BaseComponent Damage float32 }
func NewDamageDealer ¶
func NewDamageDealer(dmg float32) *DamageDealer
type Destoyable ¶
type Destoyable struct { engine.BaseComponent Alive bool HP float32 FullHP float32 Team int // contains filtered or unexported fields }
func NewDestoyable ¶
func NewDestoyable(hp float32, team int) *Destoyable
func (*Destoyable) OnCollisionEnter ¶
func (ds *Destoyable) OnCollisionEnter(arbiter engine.Arbiter) bool
func (*Destoyable) SetDestroyTime ¶
func (ds *Destoyable) SetDestroyTime(sec float32)
func (*Destoyable) Start ¶
func (ds *Destoyable) Start()
func (*Destoyable) Update ¶
func (ds *Destoyable) Update()
type DestoyableFuncs ¶
type DestoyableFuncs interface { OnDie(byTimer bool) OnHit(*engine.GameObject, *DamageDealer) }
type EnemeyAI ¶
type EnemeyAI struct { engine.BaseComponent Target *engine.GameObject Type EnemeyType }
func NewEnemeyAI ¶
func NewEnemeyAI(target *engine.GameObject, typ EnemeyType) *EnemeyAI
func (*EnemeyAI) OnHit ¶
func (sp *EnemeyAI) OnHit(enemey *engine.GameObject, damager *DamageDealer)
type EnemeyType ¶
type EnemeyType int
type GameScene ¶
type GameScene struct { *engine.SceneData Layer1 *engine.GameObject Layer2 *engine.GameObject Layer3 *engine.GameObject Layer4 *engine.GameObject }
type Missle ¶
type Missle struct { engine.BaseComponent Speed float32 Explosion *engine.GameObject // contains filtered or unexported fields }
func (*Missle) OnComponentAdd ¶
func (ms *Missle) OnComponentAdd()
func (*Missle) OnHit ¶
func (ms *Missle) OnHit(enemey *engine.GameObject, damager *DamageDealer)
type MouseDebugger ¶
type MouseDebugger struct {
engine.BaseComponent
}
func NewMouseDebugger ¶
func NewMouseDebugger() *MouseDebugger
func (*MouseDebugger) Update ¶
func (m *MouseDebugger) Update()
type ResizeScript ¶
type ResizeScript struct { engine.BaseComponent MinX, MediumX, MaxX float32 MinY, MediumY, MaxY float32 State int Speed float32 }
func NewResizeScript ¶
func NewResizeScript(minX, mediumX, maxX, minY, mediumY, maxY float32) *ResizeScript
func (*ResizeScript) SetValues ¶
func (m *ResizeScript) SetValues(minX, mediumX, maxX, minY, mediumY, maxY float32)
func (*ResizeScript) Update ¶
func (m *ResizeScript) Update()
type ShipController ¶
type ShipController struct { engine.BaseComponent `json:"-"` Speed float32 RotationSpeed float32 Missle *Missle `json:"-"` MisslesPosition []engine.Vector MisslesDirection [][]engine.Vector MissleLevel int MaxMissleLevel int `json:"-"` Destoyable *Destoyable `json:"-"` HPBar *engine.GameObject `json:"-"` UseMouse bool `json:"-"` JetFire *engine.GameObject `json:"-"` JetFireParent *engine.GameObject `json:"-"` JetFirePool []*ResizeScript `json:"-"` JetFirePosition []engine.Vector `json:"-"` FireSource *audio.AudioSource // contains filtered or unexported fields }
func NewShipController ¶
func NewShipController() *ShipController
func (*ShipController) OnComponentAdd ¶
func (sp *ShipController) OnComponentAdd()
func (*ShipController) OnDie ¶
func (sp *ShipController) OnDie(byTimer bool)
func (*ShipController) OnHit ¶
func (sp *ShipController) OnHit(enemey *engine.GameObject, damager *DamageDealer)
func (*ShipController) Shoot ¶
func (sp *ShipController) Shoot()
func (*ShipController) Start ¶
func (sp *ShipController) Start()
func (*ShipController) Update ¶
func (sp *ShipController) Update()
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