Documentation ¶
Index ¶
Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type Breathing ¶
type Breathing struct{}
Breathing makes an entity breath: This state will not show up for entities other than players.
type EffectBearing ¶
type EffectBearing struct { // ParticleColour holds the colour of the particles that are displayed around the entity. ParticleColour color.RGBA // Ambient specifies if the effects are ambient. If true, the particles will be shown less frequently // around the entity. Ambient bool }
EffectBearing makes an entity show up as if it is bearing effects. Coloured particles will be shown around the player.
type Immobile ¶
type Immobile struct{}
Immobile makes the entity able to look around but they are not able to move from their position.
type Invisible ¶
type Invisible struct{}
Invisible makes an entity invisible, so that other players won't be able to see it.
type Named ¶
type Named struct { // NameTag is the name displayed. This name may have colour codes, newlines etc in it, much like a normal // message. NameTag string }
Named makes an entity show a specific name tag above it.
type Scaled ¶
type Scaled struct { // Scale the size multiplier of the entity. 1 is the default, 0 is a completely invisible entity. Scale float64 }
Scaled makes an entity show up with a different scale.
type Sprinting ¶
type Sprinting struct{}
Sprinting makes an entity show up as if it is sprinting: Particles will show up when the entity moves around the world.
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