Documentation ¶
Index ¶
- func Clear()
- func Draw(screen *ebiten.Image) error
- func HitUpdate()
- func IsDead() bool
- func MoveToFront(player *Player)
- func Update()
- func WeaponAdd(weapon *weapon.Weapon)
- func X() float64
- func Y() float64
- type Player
- func (n *Player) AnimationAttack() error
- func (n *Player) AnimationGotHit() error
- func (n *Player) AttractionRange() float64
- func (n *Player) Damage(damage int) bool
- func (n *Player) Draw(screen *ebiten.Image) error
- func (n *Player) EntityID() uint
- func (n *Player) HID() string
- func (n *Player) IsDead() bool
- func (n *Player) IsHit(x, y float64) bool
- func (n *Player) Position() (float64, float64)
- func (n *Player) SHeight() int
- func (n *Player) SWidth() int
- func (n *Player) SetAnimation(name string) error
- func (n *Player) SetPosition(x, y float64)
- func (n *Player) Update()
- func (n *Player) X() float64
- func (n *Player) Y() float64
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func MoveToFront ¶
func MoveToFront(player *Player)
Types ¶
type Player ¶
type Player struct {
// contains filtered or unexported fields
}
func (*Player) AnimationAttack ¶
func (*Player) AnimationGotHit ¶
func (*Player) AttractionRange ¶
func (*Player) SetAnimation ¶
SetAnimation sets the animation of the player
func (*Player) SetPosition ¶
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