Documentation ¶
Index ¶
- type Camera
- type Game
- func (game *Game) BeforeUpdate(dt float64)
- func (game *Game) HandleMessage(msg ecs.Message, data interface{}) interface{}
- func (game *Game) IsRunning() bool
- func (game *Game) Render(lag float64)
- func (game *Game) SetRunning(state bool)
- func (game *Game) ToggleFullscreen()
- func (game *Game) Update(dt float64)
- type World
Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type Camera ¶
type Camera struct {
// contains filtered or unexported fields
}
Camera implements the parts.CameraInterface.
type Game ¶
type Game struct {
// contains filtered or unexported fields
}
Game struct that holds all relevant data
func (*Game) BeforeUpdate ¶
BeforeUpdate runs before the update-loop. Do things you only want to do once per game-loop/frame/...
func (*Game) HandleMessage ¶
HandleMessage handles any messages that need to be dealt with.
func (*Game) SetRunning ¶
func (*Game) ToggleFullscreen ¶
func (game *Game) ToggleFullscreen()
type World ¶
type World struct {
// contains filtered or unexported fields
}
World represents the world of the game
func (*World) GetColumns ¶
func (*World) GetTileHeight ¶
func (*World) GetTileWidth ¶
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