Documentation
¶
Index ¶
Constants ¶
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const ( CreepSnowblower = iota + 1 CreepSmallRock CreepMediumRock CreepLargeRock )
Variables ¶
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var CreepBulletComponentID = ECS.NewComponentID()
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var CreepComponentID = ECS.NewComponentID()
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var PlayerBulletComponentID = ECS.NewComponentID()
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var PositionComponentID = ECS.NewComponentID()
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var RailComponentID = ECS.NewComponentID()
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var SpriteComponentID = ECS.NewComponentID()
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var VelocityComponentID = ECS.NewComponentID()
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var WeaponComponentID = ECS.NewComponentID()
Functions ¶
This section is empty.
Types ¶
type CreepBulletComponent ¶
type CreepBulletComponent struct {
Invulnerable bool // Invulnerable to hazards
}
func CreepBullet ¶
func CreepBullet(ctx *gohan.Context) *CreepBulletComponent
func (*CreepBulletComponent) ComponentID ¶
func (p *CreepBulletComponent) ComponentID() gohan.ComponentID
type CreepComponent ¶
type CreepComponent struct {
Type int
Active bool
Health int
FireAmount int
FireRate int // In ticks
FireTicks int //Ticks until next action
Movement int
Movements [][3]float64 // X, Y, pre-delay in ticks
MovementTicks int // Ticks until next action
DamageTicks int
Rand *rand.Rand
}
func Creep ¶
func Creep(ctx *gohan.Context) *CreepComponent
func (*CreepComponent) ComponentID ¶
func (p *CreepComponent) ComponentID() gohan.ComponentID
type PlayerBulletComponent ¶
type PlayerBulletComponent struct {
}
func PlayerBullet ¶
func PlayerBullet(ctx *gohan.Context) *PlayerBulletComponent
func (*PlayerBulletComponent) ComponentID ¶
func (p *PlayerBulletComponent) ComponentID() gohan.ComponentID
type PositionComponent ¶
type PositionComponent struct {
X, Y float64
}
func Position ¶
func Position(ctx *gohan.Context) *PositionComponent
func (*PositionComponent) ComponentID ¶
func (p *PositionComponent) ComponentID() gohan.ComponentID
type RailComponent ¶
type RailComponent struct {
}
func Rail ¶
func Rail(ctx *gohan.Context) *RailComponent
func (*RailComponent) ComponentID ¶
func (p *RailComponent) ComponentID() gohan.ComponentID
type SpriteComponent ¶
type SpriteComponent struct {
Image *ebiten.Image
HorizontalFlip bool
VerticalFlip bool
DiagonalFlip bool // TODO unimplemented
Angle float64
Overlay *ebiten.Image
OverlayX, OverlayY float64 // Overlay offset
Frame int
Frames []*ebiten.Image
FrameTime time.Duration
LastFrame time.Time
NumFrames int
DamageTicks int
OverrideColorScale bool
ColorScale float64
}
func Sprite ¶
func Sprite(ctx *gohan.Context) *SpriteComponent
func (*SpriteComponent) ComponentID ¶
func (p *SpriteComponent) ComponentID() gohan.ComponentID
type VelocityComponent ¶
type VelocityComponent struct {
X, Y float64
}
func Velocity ¶
func Velocity(ctx *gohan.Context) *VelocityComponent
func (*VelocityComponent) ComponentID ¶
func (c *VelocityComponent) ComponentID() gohan.ComponentID
type WeaponComponent ¶
type WeaponComponent struct {
Equipped bool
Damage int
// In ticks
FireRate int
NextFire int
BulletSpeed float64
}
func Weapon ¶
func Weapon(ctx *gohan.Context) *WeaponComponent
func (*WeaponComponent) ComponentID ¶
func (p *WeaponComponent) ComponentID() gohan.ComponentID
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