Documentation ¶
Index ¶
- type Shoot
- type ShootObject
- func (s *ShootObject) GetDX() float32
- func (s *ShootObject) GetDY() float32
- func (s *ShootObject) GetID() int64
- func (s *ShootObject) GetPlayerID() int32
- func (s *ShootObject) GetPoint() shape.Point
- func (s *ShootObject) GetShootAtTime(CurrentTime time.Time) Shoot
- func (s *ShootObject) GetShootObject() *ShootObject
- func (s *ShootObject) GetX() float32
- func (s *ShootObject) GetY() float32
Constants ¶
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Variables ¶
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Functions ¶
This section is empty.
Types ¶
type Shoot ¶
type ShootObject ¶
type ShootObject struct { ID int64 PlayerID int32 X float32 Y float32 DX float32 DY float32 StartTime time.Time }
func (*ShootObject) GetDX ¶
func (s *ShootObject) GetDX() float32
func (*ShootObject) GetDY ¶
func (s *ShootObject) GetDY() float32
func (*ShootObject) GetID ¶
func (s *ShootObject) GetID() int64
func (*ShootObject) GetPlayerID ¶
func (s *ShootObject) GetPlayerID() int32
func (*ShootObject) GetShootAtTime ¶
func (s *ShootObject) GetShootAtTime(CurrentTime time.Time) Shoot
GetShootAtTime to get the new position of the shoot at given time
func (*ShootObject) GetShootObject ¶
func (s *ShootObject) GetShootObject() *ShootObject
Consider return the whole object or just partial
func (*ShootObject) GetX ¶
func (s *ShootObject) GetX() float32
func (*ShootObject) GetY ¶
func (s *ShootObject) GetY() float32
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