Versions in this module Expand all Collapse all v0 v0.0.4 Jan 4, 2021 Changes in this version + func DirectionVector(e world.Entity) mgl64.Vec3 + func EyePosition(e world.Entity) mgl64.Vec3 + func Facing(e world.Entity) world.Direction + type EffectManager struct + func NewEffectManager() *EffectManager + func (m *EffectManager) Add(e effect.Effect, entity Living) effect.Effect + func (m *EffectManager) Effects() []effect.Effect + func (m *EffectManager) Remove(e effect.Effect, entity Living) + func (m *EffectManager) Tick(entity Living) + type Eyed interface + EyeHeight func() float64 + type FallingBlock struct + func NewFallingBlock(block world.Block, pos mgl64.Vec3) *FallingBlock + func (f *FallingBlock) AABB() physics.AABB + func (f *FallingBlock) Block() world.Block + func (f *FallingBlock) Close() error + func (f *FallingBlock) EncodeEntity() string + func (f *FallingBlock) Name() string + func (f *FallingBlock) Pitch() float64 + func (f *FallingBlock) Position() mgl64.Vec3 + func (f *FallingBlock) SetVelocity(v mgl64.Vec3) + func (f *FallingBlock) State() []state.State + func (f *FallingBlock) Tick(_ int64) + func (f *FallingBlock) Velocity() mgl64.Vec3 + func (f *FallingBlock) World() *world.World + func (f *FallingBlock) Yaw() float64 + type Flammable interface + Extinguish func() + FireProof func() bool + OnFireDuration func() time.Duration + SetOnFire func(duration time.Duration) + type Item struct + func NewItem(i item.Stack, pos mgl64.Vec3) *Item + func (it *Item) AABB() physics.AABB + func (it *Item) Close() error + func (it *Item) EncodeEntity() string + func (it *Item) Item() item.Stack + func (it *Item) Name() string + func (it *Item) Pitch() float64 + func (it *Item) Position() mgl64.Vec3 + func (it *Item) SetPickupDelay(d time.Duration) + func (it *Item) SetVelocity(v mgl64.Vec3) + func (it *Item) State() []state.State + func (it *Item) Tick(current int64) + func (it *Item) Velocity() mgl64.Vec3 + func (it *Item) World() *world.World + func (it *Item) Yaw() float64 + type Living interface + AttackImmune func() bool + Heal func(health float64, source healing.Source) + Health func() float64 + Hurt func(damage float64, source damage.Source) + KnockBack func(src mgl64.Vec3, force, height float64) + MaxHealth func() float64 + SetMaxHealth func(v float64) + SetSpeed func(float64) + Speed func() float64 + type MovementComputer struct + func (c *MovementComputer) OnGround() bool