Documentation ¶
Index ¶
- type FPSActor
- func (actor *FPSActor) Crouch()
- func (actor *FPSActor) Jump()
- func (actor *FPSActor) Look(dx, dy float32)
- func (actor *FPSActor) Prone()
- func (actor *FPSActor) StandUp()
- func (actor *FPSActor) StartMovingBackward()
- func (actor *FPSActor) StartMovingForward()
- func (actor *FPSActor) StartSprinting()
- func (actor *FPSActor) StartStrafingLeft()
- func (actor *FPSActor) StartStrafingRight()
- func (actor *FPSActor) StopMovingBackward()
- func (actor *FPSActor) StopMovingForward()
- func (actor *FPSActor) StopSprinting()
- func (actor *FPSActor) StopStrafingLeft()
- func (actor *FPSActor) StopStrafingRight()
- func (actor *FPSActor) Update(dt float64)
- type FreeMoveActor
- func (actor *FreeMoveActor) Look(dx, dy float32)
- func (actor *FreeMoveActor) StartMovingDown()
- func (actor *FreeMoveActor) StartMovingLeft()
- func (actor *FreeMoveActor) StartMovingRight()
- func (actor *FreeMoveActor) StartMovingUp()
- func (actor *FreeMoveActor) StopMovingDown()
- func (actor *FreeMoveActor) StopMovingLeft()
- func (actor *FreeMoveActor) StopMovingRight()
- func (actor *FreeMoveActor) StopMovingUp()
- func (actor *FreeMoveActor) Update(dt float64)
- type PhysicsActor
- type PhysicsActor2D
Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type FPSActor ¶
type FPSActor struct { Entity renderer.Entity Character physicsAPI.CharacterController MoveSpeed, SprintSpeed float32 LookSpeed float32 // contains filtered or unexported fields }
an actor that can move around bound by physics (gravity), can jump, can walk/run
func NewFPSActor ¶
func NewFPSActor(entity renderer.Entity, character physicsAPI.CharacterController) *FPSActor
func (*FPSActor) StartMovingBackward ¶
func (actor *FPSActor) StartMovingBackward()
func (*FPSActor) StartMovingForward ¶
func (actor *FPSActor) StartMovingForward()
func (*FPSActor) StartSprinting ¶
func (actor *FPSActor) StartSprinting()
func (*FPSActor) StartStrafingLeft ¶
func (actor *FPSActor) StartStrafingLeft()
func (*FPSActor) StartStrafingRight ¶
func (actor *FPSActor) StartStrafingRight()
func (*FPSActor) StopMovingBackward ¶
func (actor *FPSActor) StopMovingBackward()
func (*FPSActor) StopMovingForward ¶
func (actor *FPSActor) StopMovingForward()
func (*FPSActor) StopSprinting ¶
func (actor *FPSActor) StopSprinting()
func (*FPSActor) StopStrafingLeft ¶
func (actor *FPSActor) StopStrafingLeft()
func (*FPSActor) StopStrafingRight ¶
func (actor *FPSActor) StopStrafingRight()
type FreeMoveActor ¶
type FreeMoveActor struct { Entity renderer.Entity Location mgl32.Vec3 MoveSpeed, LookSpeed float32 // contains filtered or unexported fields }
an actor that can move around freely in space
func NewFreeMoveActor ¶
func NewFreeMoveActor(entity renderer.Entity) *FreeMoveActor
func (*FreeMoveActor) Look ¶
func (actor *FreeMoveActor) Look(dx, dy float32)
func (*FreeMoveActor) StartMovingDown ¶
func (actor *FreeMoveActor) StartMovingDown()
func (*FreeMoveActor) StartMovingLeft ¶
func (actor *FreeMoveActor) StartMovingLeft()
func (*FreeMoveActor) StartMovingRight ¶
func (actor *FreeMoveActor) StartMovingRight()
func (*FreeMoveActor) StartMovingUp ¶
func (actor *FreeMoveActor) StartMovingUp()
func (*FreeMoveActor) StopMovingDown ¶
func (actor *FreeMoveActor) StopMovingDown()
func (*FreeMoveActor) StopMovingLeft ¶
func (actor *FreeMoveActor) StopMovingLeft()
func (*FreeMoveActor) StopMovingRight ¶
func (actor *FreeMoveActor) StopMovingRight()
func (*FreeMoveActor) StopMovingUp ¶
func (actor *FreeMoveActor) StopMovingUp()
func (*FreeMoveActor) Update ¶
func (actor *FreeMoveActor) Update(dt float64)
type PhysicsActor ¶
type PhysicsActor struct { Entity renderer.Entity Object physicsAPI.PhysicsObject }
func NewPhysicsActor ¶
func NewPhysicsActor(entity renderer.Entity, object physicsAPI.PhysicsObject) *PhysicsActor
func (*PhysicsActor) Update ¶
func (actor *PhysicsActor) Update(dt float64)
type PhysicsActor2D ¶
type PhysicsActor2D struct { Entity renderer.Entity Object physicsAPI.PhysicsObject2D Mask mgl32.Vec3 }
func NewPhysicsActor2D ¶
func NewPhysicsActor2D(entity renderer.Entity, object physicsAPI.PhysicsObject2D, mask mgl32.Vec3) *PhysicsActor2D
func (*PhysicsActor2D) Update ¶
func (actor *PhysicsActor2D) Update(dt float64)
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