Documentation ¶
Index ¶
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type DeathState ¶
type DeathState struct {
// contains filtered or unexported fields
}
DeathState is the player death state
func (*DeathState) Update ¶
func (st *DeathState) Update(world w.World) states.Transition
Update method
type DifficultyMenuState ¶
type DifficultyMenuState struct {
// contains filtered or unexported fields
}
DifficultyMenuState is the difficulty menu state
func (*DifficultyMenuState) OnPause ¶
func (st *DifficultyMenuState) OnPause(world w.World)
OnPause method
func (*DifficultyMenuState) OnResume ¶
func (st *DifficultyMenuState) OnResume(world w.World)
OnResume method
func (*DifficultyMenuState) OnStart ¶
func (st *DifficultyMenuState) OnStart(world w.World)
OnStart method
func (*DifficultyMenuState) OnStop ¶
func (st *DifficultyMenuState) OnStop(world w.World)
OnStop method
func (*DifficultyMenuState) Update ¶
func (st *DifficultyMenuState) Update(world w.World) states.Transition
Update method
type GameOverState ¶
type GameOverState struct {
// contains filtered or unexported fields
}
GameOverState is the game over menu state
func (*GameOverState) Update ¶
func (st *GameOverState) Update(world w.World) states.Transition
Update method
type GameplayState ¶
type GameplayState struct {
// contains filtered or unexported fields
}
GameplayState is the main game state
func (*GameplayState) Update ¶
func (st *GameplayState) Update(world w.World) states.Transition
Update method
type HighscoresState ¶
type HighscoresState struct {
// contains filtered or unexported fields
}
HighscoresState is the highscores state
func (*HighscoresState) OnResume ¶
func (st *HighscoresState) OnResume(world w.World)
OnResume method
func (*HighscoresState) Update ¶
func (st *HighscoresState) Update(world w.World) states.Transition
Update method
type LevelCompleteState ¶
type LevelCompleteState struct {
// contains filtered or unexported fields
}
LevelCompleteState is the level complete menu state
func (*LevelCompleteState) OnPause ¶
func (st *LevelCompleteState) OnPause(world w.World)
OnPause method
func (*LevelCompleteState) OnResume ¶
func (st *LevelCompleteState) OnResume(world w.World)
OnResume method
func (*LevelCompleteState) OnStart ¶
func (st *LevelCompleteState) OnStart(world w.World)
OnStart method
func (*LevelCompleteState) OnStop ¶
func (st *LevelCompleteState) OnStop(world w.World)
OnStop method
func (*LevelCompleteState) Update ¶
func (st *LevelCompleteState) Update(world w.World) states.Transition
Update method
type MainMenuState ¶
type MainMenuState struct {
// contains filtered or unexported fields
}
MainMenuState is the main menu state
func (*MainMenuState) Update ¶
func (st *MainMenuState) Update(world w.World) states.Transition
Update method
type MuteMenuState ¶
type MuteMenuState struct {
// contains filtered or unexported fields
}
MuteMenuState is the mute menu state
func (*MuteMenuState) Update ¶
func (st *MuteMenuState) Update(world w.World) states.Transition
Update method
type PauseMenuState ¶
type PauseMenuState struct {
// contains filtered or unexported fields
}
PauseMenuState is the pause menu state
func (*PauseMenuState) Update ¶
func (st *PauseMenuState) Update(world w.World) states.Transition
Update method