Documentation ¶
Index ¶
Constants ¶
This section is empty.
Variables ¶
View Source
var ActiveWorld *flat.World
Functions ¶
func RegisterFruitroidTypes ¶
func RegisterFruitroidTypes()
Types ¶
type BucketPair ¶
type Bullet ¶
type Bullet struct { flat.ActorBase Velocity float64 FireDelay float64 RotationRate float64 // contains filtered or unexported fields }
func (*Bullet) SetDirection ¶
type CircleCollisionComponent ¶
type CircleCollisionComponent struct { flat.ComponentBase ShowDebug bool Radius float64 CollisionGroup string }
func (*CircleCollisionComponent) BeginPlay ¶
func (c *CircleCollisionComponent) BeginPlay()
func (*CircleCollisionComponent) CheckOverlap ¶
func (c *CircleCollisionComponent) CheckOverlap(other *CircleCollisionComponent)
func (*CircleCollisionComponent) Draw ¶
func (c *CircleCollisionComponent) Draw(screen *ebiten.Image)
type Fruitroids ¶
type Fruitroids struct {
// contains filtered or unexported fields
}
func (*Fruitroids) BeginPlay ¶
func (f *Fruitroids) BeginPlay(flow *GameFlow)
func (*Fruitroids) Draw ¶
func (g *Fruitroids) Draw(screen *ebiten.Image)
func (*Fruitroids) IncScore ¶
func (f *Fruitroids) IncScore(amount int)
func (*Fruitroids) NextWorld ¶
func (f *Fruitroids) NextWorld()
func (*Fruitroids) Update ¶
func (g *Fruitroids) Update() error
type GameFlow ¶
func (*GameFlow) EndMainPlay ¶
func (g *GameFlow) EndMainPlay()
type LevelSpawn ¶
type LevelSpawn struct { flat.ActorBase ToSpawn []SpawnConfig `flat:"inline"` }
func (*LevelSpawn) BeginPlay ¶
func (l *LevelSpawn) BeginPlay()
type PhysicsCollisionManager ¶
type PhysicsCollisionManager struct { flat.ActorBase // Only collide against pairs of buckets, not everything Buckets []BucketPair // contains filtered or unexported fields }
func (*PhysicsCollisionManager) Add ¶
func (p *PhysicsCollisionManager) Add(c *CircleCollisionComponent)
func (*PhysicsCollisionManager) BeginPlay ¶
func (p *PhysicsCollisionManager) BeginPlay()
func (*PhysicsCollisionManager) Remove ¶
func (p *PhysicsCollisionManager) Remove(c *CircleCollisionComponent)
func (*PhysicsCollisionManager) Update ¶
func (p *PhysicsCollisionManager) Update()
type Ship ¶
type Ship struct { flat.ActorBase RotationRate float64 Acceleration float64 MaxVelocity float64 BulletType *Bullet // contains filtered or unexported fields }
TOUR:Fruitroids 4 The Ship struct is our player controlled object. It embeds the flat.ActorBase struct. This mean two things 1) The flat.Actor interface is satisfied by Ship 2) Ship.BeginPlay *must* call ActorBase.BeginPlay(actor) Actors can have sub components added to them. The ship3.json asset has an Image component and a CircleCollisionComponent, those components take care of showing an image and colliding into things. The exported fields of this struct will be editable in the FruitEditor.
type SpawnConfig ¶
Click to show internal directories.
Click to hide internal directories.