Documentation ¶
Overview ¶
JohnRoids - the conversion!
note that the error checking for object table full has been taken out...
make a rand_chance (x/y) function
Note that object 0 is the ship ¶
Speed goes wrong when we have the ghostship countdown ¶
Need to figure out what happens on gameover! gamepause should be in main loop really...
Try making an explode image function which makes an object per pixel in the object and gives then the right velocities to make an explosion. Could then have a fade table for each of 256 pixels. Will run out of objects pretty quickly! Perhaps only want to explode every 10th pixel in the roids or something like that. Could record the x and y of the hit and use that as the centre of the explosion.
Could reduce the width and height of the sprite by removing all the black rows at the top and the bottom left and right. This would speed up the plotter and enable us to calculate the c of g so we could split the roids so that the bits always came apart from the centre.
Could make the explosion always start from the bullet hit - this might be quite realistic.
Index ¶
- Constants
- func Asset(name string) ([]byte, error)
- func AssetDir(name string) ([]string, error)
- func AssetInfo(name string) (os.FileInfo, error)
- func AssetNames() []string
- func MustAsset(name string) []byte
- func RestoreAsset(dir, name string) error
- func RestoreAssets(dir, name string) error
- type Game
- type KeyCode
Constants ¶
const ( SW = 320 SH = 256 MinMsPerFrame = 20 )
Variables ¶
This section is empty.
Functions ¶
func Asset ¶
Asset loads and returns the asset for the given name. It returns an error if the asset could not be found or could not be loaded.
func AssetDir ¶
AssetDir returns the file names below a certain directory embedded in the file by go-bindata. For example if you run go-bindata on data/... and data contains the following hierarchy:
data/ foo.txt img/ a.png b.png
then AssetDir("data") would return []string{"foo.txt", "img"} AssetDir("data/img") would return []string{"a.png", "b.png"} AssetDir("foo.txt") and AssetDir("notexist") would return an error AssetDir("") will return []string{"data"}.
func AssetInfo ¶
AssetInfo loads and returns the asset info for the given name. It returns an error if the asset could not be found or could not be loaded.
func MustAsset ¶
MustAsset is like Asset but panics when Asset would return an error. It simplifies safe initialization of global variables.
func RestoreAsset ¶
RestoreAsset restores an asset under the given directory
func RestoreAssets ¶
RestoreAssets restores an asset under the given directory recursively