Documentation ¶
Index ¶
- type Animation
- type FlipbookComp
- func (fb *FlipbookComp) FrameIndex() (frame, lastFrame uint16)
- func (fb *FlipbookComp) Loop() (bool, LoopType)
- func (fb *FlipbookComp) Pause()
- func (fb *FlipbookComp) Play(name string)
- func (fb *FlipbookComp) Rate() float32
- func (fb *FlipbookComp) Resume()
- func (fb *FlipbookComp) Running() bool
- func (fb *FlipbookComp) SetAnimation(name string)
- func (fb *FlipbookComp) SetLoop(v bool, typ LoopType)
- func (fb *FlipbookComp) SetRate(r float32)
- func (fb *FlipbookComp) Stop()
- type FlipbookTable
- func (t *FlipbookTable) Alive(entity engi.Entity) bool
- func (t *FlipbookTable) Comp(entity engi.Entity) (sc *FlipbookComp)
- func (t *FlipbookTable) Delete(entity engi.Entity)
- func (t *FlipbookTable) Destroy()
- func (t *FlipbookTable) NewComp(entity engi.Entity) (am *FlipbookComp)
- func (t *FlipbookTable) Size() (size, cap int)
- type LoopType
- type SpriteEngine
Constants ¶
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Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type FlipbookComp ¶
Sprite Animation Component
func (*FlipbookComp) FrameIndex ¶
func (fb *FlipbookComp) FrameIndex() (frame, lastFrame uint16)
func (*FlipbookComp) Loop ¶
func (fb *FlipbookComp) Loop() (bool, LoopType)
func (*FlipbookComp) Pause ¶
func (fb *FlipbookComp) Pause()
func (*FlipbookComp) Play ¶
func (fb *FlipbookComp) Play(name string)
func (*FlipbookComp) Rate ¶
func (fb *FlipbookComp) Rate() float32
func (*FlipbookComp) Resume ¶
func (fb *FlipbookComp) Resume()
func (*FlipbookComp) Running ¶
func (fb *FlipbookComp) Running() bool
func (*FlipbookComp) SetAnimation ¶
func (fb *FlipbookComp) SetAnimation(name string)
func (*FlipbookComp) SetLoop ¶
func (fb *FlipbookComp) SetLoop(v bool, typ LoopType)
func (*FlipbookComp) SetRate ¶
func (fb *FlipbookComp) SetRate(r float32)
func (*FlipbookComp) Stop ¶
func (fb *FlipbookComp) Stop()
type FlipbookTable ¶
type FlipbookTable struct {
// contains filtered or unexported fields
}
Sprite Animation Table
func NewFlipbookTable ¶
func NewFlipbookTable(cap int) *FlipbookTable
func (*FlipbookTable) Comp ¶
func (t *FlipbookTable) Comp(entity engi.Entity) (sc *FlipbookComp)
func (*FlipbookTable) Delete ¶
func (t *FlipbookTable) Delete(entity engi.Entity)
func (*FlipbookTable) Destroy ¶
func (t *FlipbookTable) Destroy()
func (*FlipbookTable) NewComp ¶
func (t *FlipbookTable) NewComp(entity engi.Entity) (am *FlipbookComp)
func (*FlipbookTable) Size ¶
func (t *FlipbookTable) Size() (size, cap int)
type SpriteEngine ¶
type SpriteEngine struct {
// contains filtered or unexported fields
}
Sprite Animation System
func NewEngine ¶
func NewEngine() *SpriteEngine
func (*SpriteEngine) Animation ¶
func (eng *SpriteEngine) Animation(name string) (anim *Animation, seq []gfx.Tex2D)
返回动画定义 - 好像并没有太大的意义
func (*SpriteEngine) NewAnimation ¶
func (eng *SpriteEngine) NewAnimation(name string, frames []gfx.Tex2D, loop bool)
创建新的动画数据 现在 subText 还是指针,稍后会全部用 id 来索引。 动画资源全部存储在一个大的buffer里面,在外部使用索引引用即可. 采用这种设计,删除动画将会变得麻烦.. 或者说无法删除动画,只能全部删除或者完全重新加载... 如何动画以组的形式存在,那么便可以避免很多问题
func (*SpriteEngine) RequireTable ¶
func (eng *SpriteEngine) RequireTable(tables []interface{})
func (*SpriteEngine) Update ¶
func (eng *SpriteEngine) Update(dt float32)
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