Documentation ¶
Index ¶
- func Parse_yaml(content []byte, is_verbose bool) (engine.GameDataI, error)
- type GameData
- type GameStateEntry
- func (e *GameStateEntry) Actions() map[engine.ActionId]engine.GameActionInfo
- func (e *GameStateEntry) IsGameLost() bool
- func (e *GameStateEntry) IsGameOver() bool
- func (e *GameStateEntry) Name() string
- func (e *GameStateEntry) Next(id engine.ActionId) engine.GameNodeI
- func (e *GameStateEntry) Story() engine.StoryContent
- type InnerActionInfo
- type YamlDataSet
- type YamlGameAction
- type YamlStateEntry
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
Types ¶
type GameData ¶
type GameData struct {
// contains filtered or unexported fields
}
func (*GameData) GetActionById ¶
func (g *GameData) GetActionById(id engine.ActionId) *engine.GameActionInfo
type GameStateEntry ¶
type GameStateEntry struct {
// contains filtered or unexported fields
}
func (*GameStateEntry) Actions ¶
func (e *GameStateEntry) Actions() map[engine.ActionId]engine.GameActionInfo
func (*GameStateEntry) IsGameLost ¶
func (e *GameStateEntry) IsGameLost() bool
func (*GameStateEntry) IsGameOver ¶
func (e *GameStateEntry) IsGameOver() bool
func (*GameStateEntry) Name ¶
func (e *GameStateEntry) Name() string
func (*GameStateEntry) Story ¶
func (e *GameStateEntry) Story() engine.StoryContent
type InnerActionInfo ¶
type InnerActionInfo struct { engine.GameActionInfo // contains filtered or unexported fields }
type YamlDataSet ¶
type YamlDataSet struct { Version string `yaml:"version"` Start_node string `yaml:"start_node"` Entries []YamlStateEntry `yaml:"entries"` }
type YamlGameAction ¶
type YamlStateEntry ¶
type YamlStateEntry struct { Name string `yaml:"name"` Story string `yaml:"story"` Actions []YamlGameAction `yaml:"actions"` Is_dead bool `yaml:"is_dead"` Is_end bool `yaml:"is_end"` }
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