Documentation ¶
Index ¶
- type Camera
- func (c *Camera) FlipFlying()
- func (c *Camera) Flying() bool
- func (c *Camera) Front() mgl32.Vec3
- func (c *Camera) GravityLoop()
- func (c *Camera) Matrix() mgl32.Mat4
- func (c *Camera) MovementEventLoop()
- func (c *Camera) OnAngleChange(dx, dy float32)
- func (c *Camera) OnMoveChange(dir CameraMovement, delta float32)
- func (c *Camera) Pos() mgl32.Vec3
- func (c *Camera) Restore(state PlayerState)
- func (c *Camera) SetPos(pos mgl32.Vec3)
- func (c *Camera) State() PlayerState
- type CameraMovement
- type Player
- type PlayerRenderer
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Camera ¶
type Camera struct { Sens float32 // contains filtered or unexported fields }
func (*Camera) FlipFlying ¶
func (c *Camera) FlipFlying()
func (*Camera) GravityLoop ¶
func (c *Camera) GravityLoop()
func (*Camera) MovementEventLoop ¶
func (c *Camera) MovementEventLoop()
func (*Camera) OnAngleChange ¶
func (*Camera) OnMoveChange ¶
func (c *Camera) OnMoveChange(dir CameraMovement, delta float32)
type CameraMovement ¶
type CameraMovement int
const ( MoveForward CameraMovement = iota MoveBackward MoveLeft MoveRight MoveJump )
type Player ¶
type Player struct {
// contains filtered or unexported fields
}
func (*Player) UpdateState ¶
func (p *Player) UpdateState(s playerState)
type PlayerRenderer ¶
type PlayerRenderer struct {
// contains filtered or unexported fields
}
func NewPlayerRenderer ¶
func NewPlayerRenderer(ctx *ctx.Context) (*PlayerRenderer, error)
func (*PlayerRenderer) Remove ¶
func (r *PlayerRenderer) Remove(id int32)
func (*PlayerRenderer) Render ¶
func (r *PlayerRenderer) Render()
func (*PlayerRenderer) UpdateOrAdd ¶
func (r *PlayerRenderer) UpdateOrAdd(id int32, s proto.PlayerState)
Click to show internal directories.
Click to hide internal directories.