system

package
v0.0.0-...-84cadf2 Latest Latest
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Published: Jan 5, 2023 License: MIT Imports: 22 Imported by: 0

Documentation

Index

Constants

This section is empty.

Variables

View Source
var EnemyKilledEvent = events.NewEventType[EnemyKilled]()

Functions

func OnEnemyKilledAddScore

func OnEnemyKilledAddScore(w donburi.World, event EnemyKilled)

func OnEnemyKilledDestroyEnemy

func OnEnemyKilledDestroyEnemy(w donburi.World, event EnemyKilled)

func OnEnemyKilledSpawnCollectible

func OnEnemyKilledSpawnCollectible(w donburi.World, event EnemyKilled)

func OnEnemyKilledWreck

func OnEnemyKilledWreck(w donburi.World, event EnemyKilled)

func SetupEvents

func SetupEvents(w donburi.World)

Types

type AI

type AI struct {
	// contains filtered or unexported fields
}

func NewAI

func NewAI() *AI

func (*AI) Update

func (a *AI) Update(w donburi.World)

type Altitude

type Altitude struct {
	// contains filtered or unexported fields
}

func NewAltitude

func NewAltitude() *Altitude

func (*Altitude) Update

func (a *Altitude) Update(w donburi.World)

type Bounds

type Bounds struct {
	// contains filtered or unexported fields
}

func NewBounds

func NewBounds() *Bounds

func (*Bounds) Update

func (b *Bounds) Update(w donburi.World)

type Camera

type Camera struct{}

func NewCamera

func NewCamera() *Camera

func (*Camera) Update

func (c *Camera) Update(w donburi.World)

type CameraBounds

type CameraBounds struct {
	// contains filtered or unexported fields
}

func NewCameraBounds

func NewCameraBounds() *CameraBounds

func (*CameraBounds) Update

func (b *CameraBounds) Update(w donburi.World)

type ChosenPlayer

type ChosenPlayer struct {
	PlayerNumber int
	Faction      component.PlayerFaction
}

type Collision

type Collision struct {
	// contains filtered or unexported fields
}

func NewCollision

func NewCollision() *Collision

func (*Collision) Update

func (c *Collision) Update(w donburi.World)

type Controls

type Controls struct {
	// contains filtered or unexported fields
}

func NewControls

func NewControls() *Controls

func (*Controls) Update

func (i *Controls) Update(w donburi.World)

type Debug

type Debug struct {
	// contains filtered or unexported fields
}

func NewDebug

func NewDebug(restartLevelCallback func()) *Debug

func (*Debug) Draw

func (d *Debug) Draw(w donburi.World, screen *ebiten.Image)

func (*Debug) Update

func (d *Debug) Update(w donburi.World)

type Despawn

type Despawn struct {
	// contains filtered or unexported fields
}

func NewDespawn

func NewDespawn() *Despawn

func (*Despawn) Update

func (d *Despawn) Update(w donburi.World)

type EnemyKilled

type EnemyKilled struct {
	Enemy *donburi.Entry
}

type Events

type Events struct{}

func NewEvents

func NewEvents() *Events

func (*Events) Update

func (e *Events) Update(w donburi.World)

type Evolution

type Evolution struct {
	// contains filtered or unexported fields
}

func NewEvolution

func NewEvolution() *Evolution

func (*Evolution) Update

func (s *Evolution) Update(w donburi.World)

type Follower

type Follower struct {
	// contains filtered or unexported fields
}

func NewFollower

func NewFollower() *Follower

func (*Follower) Update

func (s *Follower) Update(w donburi.World)

type HUD

type HUD struct {
	// contains filtered or unexported fields
}

func NewHUD

func NewHUD() *HUD

func (*HUD) Draw

func (h *HUD) Draw(w donburi.World, screen *ebiten.Image)

type Health

type Health struct {
	// contains filtered or unexported fields
}

func NewHealth

func NewHealth() *Health

func (*Health) Update

func (h *Health) Update(w donburi.World)

type Invulnerable

type Invulnerable struct {
	// contains filtered or unexported fields
}

func NewInvulnerable

func NewInvulnerable() *Invulnerable

func (*Invulnerable) Update

func (s *Invulnerable) Update(w donburi.World)

type Label

type Label struct {
	// contains filtered or unexported fields
}

func NewLabel

func NewLabel() *Label

func (*Label) Draw

func (l *Label) Draw(w donburi.World, screen *ebiten.Image)

type Observer

type Observer struct {
	// contains filtered or unexported fields
}

func NewObserver

func NewObserver() *Observer

func (*Observer) Update

func (s *Observer) Update(w donburi.World)

type PlayerSelect

type PlayerSelect struct {
	// contains filtered or unexported fields
}

func NewPlayerSelect

func NewPlayerSelect(startCallback StartGameCallback, backToMenuCallback func()) *PlayerSelect

func (*PlayerSelect) Update

func (s *PlayerSelect) Update(w donburi.World)

type Progression

type Progression struct {
	// contains filtered or unexported fields
}

func NewProgression

func NewProgression(nextLevelFunc func()) *Progression

func (*Progression) Update

func (p *Progression) Update(w donburi.World)

type Render

type Render struct {
	// contains filtered or unexported fields
}

func NewRenderer

func NewRenderer() *Render

func (*Render) Draw

func (r *Render) Draw(w donburi.World, screen *ebiten.Image)

func (*Render) Update

func (r *Render) Update(w donburi.World)

type Respawn

type Respawn struct {
	// contains filtered or unexported fields
}

func NewRespawn

func NewRespawn(restartCallback func()) *Respawn

func (*Respawn) Update

func (r *Respawn) Update(w donburi.World)

type Script

type Script struct {
	// contains filtered or unexported fields
}

func NewScript

func NewScript() *Script

func (*Script) Update

func (s *Script) Update(w donburi.World)

type Shooter

type Shooter struct {
	// contains filtered or unexported fields
}

func NewShooter

func NewShooter() *Shooter

func (*Shooter) Update

func (s *Shooter) Update(w donburi.World)

type Spawn

type Spawn struct {
	// contains filtered or unexported fields
}

func NewSpawn

func NewSpawn() *Spawn

func (*Spawn) Update

func (s *Spawn) Update(w donburi.World)

type StartGameCallback

type StartGameCallback func(players []ChosenPlayer)

type Velocity

type Velocity struct {
	// contains filtered or unexported fields
}

func NewVelocity

func NewVelocity() *Velocity

func (*Velocity) Update

func (v *Velocity) Update(w donburi.World)

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