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Constants ¶
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const FadingCount = 30
Variables ¶
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Functions ¶
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Types ¶
type AdvancedSettingsScene ¶
type AdvancedSettingsScene struct {
// contains filtered or unexported fields
}
TODO We should rename setttingScene and AdvancedSettingsScene There is no stronger need to split scenes, so we probably should consider merging them into one.
func (*AdvancedSettingsScene) Draw ¶
func (s *AdvancedSettingsScene) Draw(screen *ebiten.Image)
func (*AdvancedSettingsScene) Resize ¶
func (s *AdvancedSettingsScene) Resize(width, height int)
type MapScene ¶
type MapScene struct {
// contains filtered or unexported fields
}
func NewMapScene ¶
func NewMapScene() *MapScene
func NewMapSceneWithGame ¶
func NewTitleMapScene ¶
func (*MapScene) DebugPanel ¶
func (m *MapScene) DebugPanel(entityType debug.DebugPanelType) *debug.DebugPanel
type Scene ¶
type SettingsScene ¶
type SettingsScene struct {
// contains filtered or unexported fields
}
func NewSettingsScene ¶
func NewSettingsScene() *SettingsScene
func (*SettingsScene) Draw ¶
func (s *SettingsScene) Draw(screen *ebiten.Image)
func (*SettingsScene) Resize ¶
func (s *SettingsScene) Resize(width, height int)
type SplashScene ¶
type SplashScene struct {
// contains filtered or unexported fields
}
func NewSplashScene ¶
func NewSplashScene() *SplashScene
func (*SplashScene) Draw ¶
func (s *SplashScene) Draw(screen *ebiten.Image)
func (*SplashScene) Resize ¶
func (s *SplashScene) Resize(width, height int)
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