gdnativetest

package
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Published: Jun 18, 2021 License: MIT Imports: 11 Imported by: 0

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Index

Constants

This section is empty.

Variables

This section is empty.

Functions

func PlayerCharacterNativescriptInit

func PlayerCharacterNativescriptInit()

PlayerCharacterNativescriptInit called after NativeScript initializes

func PlayerCharacterNativescriptTerminate

func PlayerCharacterNativescriptTerminate()

PlayerCharacterNativescriptTerminate called before NativeScript terminates

Types

type PlayerCharacter

type PlayerCharacter struct {
	gdnative.KinematicBody2DImpl
	gdnative.UserDataIdentifiableImpl
	// contains filtered or unexported fields
}

PlayerCharacter is a custom NativeScript class that represents an entity in the game that the player controls

func NewPlayerCharacter

func NewPlayerCharacter() PlayerCharacter

NewPlayerCharacter is the constructor that creates an instance recognized by Godot

func (*PlayerCharacter) BaseClass

func (p *PlayerCharacter) BaseClass() string

BaseClass is required for NativeScript class registration with Godot.

func (*PlayerCharacter) ClassName

func (p *PlayerCharacter) ClassName() string

ClassName is required for NativeScript class registration with Godot.

func (*PlayerCharacter) Free

func (p *PlayerCharacter) Free()

Free should be called to clean up memory

func (*PlayerCharacter) GetName

func (p *PlayerCharacter) GetName() gdnative.String

GetName returns the name to Godot

func (*PlayerCharacter) GetVelocity

func (p *PlayerCharacter) GetVelocity() gdnative.Variant

GetVelocity returns the velocity to Godot

func (*PlayerCharacter) Init

func (p *PlayerCharacter) Init()

Init should be used to initialize anything before the class gets added to a Scene.

func (*PlayerCharacter) OnClassRegistered

func (p *PlayerCharacter) OnClassRegistered(e gdnative.ClassRegisteredEvent)

OnClassRegistered is designed have all methods, signals, and properties registered in the function.

func (*PlayerCharacter) PhysicsProcess

func (p *PlayerCharacter) PhysicsProcess(delta float64)

PhysicsProcess is mapped to the _physics_process method.

func (*PlayerCharacter) RandomName

func (p *PlayerCharacter) RandomName()

RandomName generates a random 10 character string to assign as the player's name.

func (*PlayerCharacter) RandomTeleport

func (p *PlayerCharacter) RandomTeleport(distance float64)

RandomTeleport teleports the player to a random location within the range of distance.

func (*PlayerCharacter) Ready

func (p *PlayerCharacter) Ready()

Ready is mapped to the _ready method, which is called after being added to the Scene.

func (*PlayerCharacter) RunGinkgoTestSuite

func (p *PlayerCharacter) RunGinkgoTestSuite() gdnative.Variant

RunGinkgoTestSuite is the entrypoint for the ginkgo test suite

func (*PlayerCharacter) SetName

func (p *PlayerCharacter) SetName(v gdnative.String)

SetName is called when the name property is modified by Godot

func (*PlayerCharacter) SetVelocity

func (p *PlayerCharacter) SetVelocity(v gdnative.Variant)

SetVelocity is called when the velocity property is modified by Godot

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