Documentation ¶
Overview ¶
Taken from golang.org/x/mobile/exp/audio
Index ¶
- Variables
- func Bench(b *testing.B, preload func(), setup func(w *World))
- func Exit()
- func Height() float32
- func IsIntersecting(rect1 AABB, rect2 AABB) bool
- func LoadShader(vertSrc, fragSrc string) *webgl.Program
- func Open(title string, width, height int, fullscreen bool, r CustomGame)
- func OpenHeadless(r CustomGame)
- func OpenHeadlessNoRun()
- func RunIteration()
- func RunPreparation(customGame CustomGame)
- func SetBg(color uint32)
- func SetFPSLimit(limit int) error
- func SetTitle(title string)
- func Width() float32
- type AABB
- type Action
- type AnimationAction
- type AnimationComponent
- func (ac *AnimationComponent) AddAnimationAction(action *AnimationAction)
- func (ac *AnimationComponent) AddAnimationActions(actions []*AnimationAction)
- func (ac *AnimationComponent) Cell() Renderable
- func (ac *AnimationComponent) SelectAnimationByAction(action *AnimationAction)
- func (ac *AnimationComponent) SelectAnimationByName(name string)
- func (*AnimationComponent) Type() string
- type AnimationSystem
- type Assets
- type AudioComponent
- type AudioSystem
- type Batch
- type ByFirstgid
- type CameraAxis
- type CameraMessage
- type Clock
- type CollisionComponent
- type CollisionMasterComponent
- type CollisionMessage
- type CollisionSystem
- type Color
- type Component
- type CustomGame
- type Drawable
- type EdgeScroller
- type Entity
- type Font
- type Format
- type Game
- func (g *Game) Close()
- func (g *Game) Key(key Key, modifier Modifier, action Action)
- func (g *Game) Mouse(x, y float32, action Action)
- func (g *Game) Preload()
- func (g *Game) Render()
- func (g *Game) Resize(w, h int)
- func (g *Game) Scroll(amount float32)
- func (g *Game) Setup()
- func (g *Game) Type(char rune)
- func (g *Game) Update(dt float32)
- type Image
- type ImageObject
- type ImageRGBA
- type Key
- type KeyManager
- type KeyState
- type KeyboardScroller
- type Level
- type Line
- type Loader
- func (l *Loader) Add(urls ...string)
- func (l *Loader) AddFromDir(url string, recurse bool)
- func (l *Loader) Image(name string) *Texture
- func (l *Loader) Json(name string) string
- func (l *Loader) Level(name string) *Level
- func (l *Loader) Load(onFinish func())
- func (l *Loader) Sound(name string) ReadSeekCloser
- type Message
- type MessageHandler
- type MessageManager
- type Modifier
- type MouseZoomer
- type PauseMessage
- type PauseSystem
- type Player
- func (p *Player) Close() error
- func (p *Player) Current() time.Duration
- func (p *Player) Pause() error
- func (p *Player) Play(background bool) error
- func (p *Player) Seek(background bool, offset time.Duration) error
- func (p *Player) SetVolume(vol float64)
- func (p *Player) State() State
- func (p *Player) Stop() error
- func (p *Player) Total(background bool) time.Duration
- func (p *Player) Volume() float64
- type Point
- func (p *Point) Add(p2 Point)
- func (p *Point) AddScalar(s float32)
- func (p *Point) Multiply(p2 Point)
- func (p *Point) MultiplyScalar(s float32)
- func (a *Point) Normalize() (Point, float32)
- func (p *Point) PointDistance(p2 Point) float32
- func (p *Point) PointDistanceSquared(p2 Point) float32
- func (a *Point) ProjectOnto(b Point) Point
- func (p *Point) Set(x, y float32)
- func (p *Point) SetTo(v float32)
- func (p *Point) Subtract(p2 Point)
- func (p *Point) SubtractScalar(s float32)
- type PriorityLevel
- type ReadSeekCloser
- type Region
- type RenderComponent
- type RenderSystem
- func (rs *RenderSystem) AddEntity(e *Entity)
- func (rs *RenderSystem) New()
- func (rs *RenderSystem) Post()
- func (rs *RenderSystem) Pre()
- func (rs *RenderSystem) Priority() int
- func (rs *RenderSystem) RemoveEntity(e *Entity)
- func (*RenderSystem) Type() string
- func (rs *RenderSystem) Update(entity *Entity, dt float32)
- type Renderable
- type Resource
- type SpaceComponent
- type Sprite
- type Spritesheet
- func (s *Spritesheet) Cell(index int) *Region
- func (s *Spritesheet) CellCount() int
- func (s *Spritesheet) Cells() []*Region
- func (s Spritesheet) Height() float32
- func (s *Spritesheet) Renderable(index int) Renderable
- func (s *Spritesheet) Renderables() []Renderable
- func (s Spritesheet) Width() float32
- type State
- type System
- type Systemer
- type TMXImgLayer
- type TMXImgSrc
- type TMXLayer
- type TMXLevel
- type TMXObj
- type TMXObjGroup
- type TMXPolyline
- type TMXTileset
- type TMXTilesetSrc
- type Texture
- type UnpauseComponent
- type World
Constants ¶
This section is empty.
Variables ¶
var ( MinZoom float32 = 0.25 MaxZoom float32 = 3 )
var ( Time *Clock Files *Loader Gl *webgl.Context Mailbox MessageManager WorldBounds AABB )
var ( Arrow *glfw.Cursor IBeam *glfw.Cursor Crosshair *glfw.Cursor Hand *glfw.Cursor HResize *glfw.Cursor VResize *glfw.Cursor )
var ( Mouse mouse MOVE = Action(0) PRESS = Action(1) RELEASE = Action(2) SHIFT = Modifier(0x0001) CONTROL = Modifier(0x0002) ALT = Modifier(0x0004) SUPER = Modifier(0x0008) )
var ( Dash = Key(189) Apostrophe = Key(222) Semicolon = Key(186) Equals = Key(187) Comma = Key(188) Period = Key(190) Slash = Key(191) Backslash = Key(220) Backspace = Key(8) Tab = Key(9) CapsLock = Key(20) Space = Key(32) Enter = Key(13) Escape = Key(27) Insert = Key(45) PrintScreen = Key(42) Delete = Key(46) PageUp = Key(33) PageDown = Key(34) Home = Key(36) End = Key(35) Pause = Key(19) ScrollLock = Key(145) ArrowLeft = Key(37) ArrowRight = Key(39) ArrowDown = Key(40) ArrowUp = Key(38) LeftBracket = Key(219) LeftShift = Key(16) LeftControl = Key(17) LeftSuper = Key(73) LeftAlt = Key(18) RightBracket = Key(221) RightShift = Key(16) RightControl = Key(17) RightSuper = Key(73) RightAlt = Key(18) Zero = Key(48) One = Key(49) Two = Key(50) Three = Key(51) Four = Key(52) Five = Key(53) Six = Key(54) Seven = Key(55) Eight = Key(56) Nine = Key(57) F1 = Key(112) F2 = Key(113) F3 = Key(114) F4 = Key(115) F5 = Key(116) F6 = Key(117) F7 = Key(118) F8 = Key(119) F9 = Key(120) F10 = Key(121) F11 = Key(122) F12 = Key(123) A = Key(65) B = Key(66) C = Key(67) D = Key(68) E = Key(69) F = Key(70) G = Key(71) H = Key(72) I = Key(73) J = Key(74) K = Key(75) L = Key(76) M = Key(77) N = Key(78) O = Key(79) P = Key(80) Q = Key(81) R = Key(82) S = Key(83) T = Key(84) U = Key(85) V = Key(86) W = Key(87) X = Key(88) Y = Key(89) Z = Key(90) NumLock = Key(144) NumMultiply = Key(106) NumDivide = Key(111) NumAdd = Key(107) NumSubtract = Key(109) NumZero = Key(96) NumOne = Key(97) NumTwo = Key(98) NumThree = Key(99) NumFour = Key(100) NumFive = Key(101) NumSix = Key(102) NumSeven = Key(103) NumEight = Key(104) NumNine = Key(105) NumDecimal = Key(110) NumEnter = Key(13) )
var ( KEY_STATE_UP string = "up" KEY_STATE_DOWN string = "down" KEY_STATE_JUST_DOWN string = "justdown" KEY_STATE_JUST_UP string = "justup" Keys KeyManager )
Functions ¶
func Bench ¶
Bench is a helper-function to easily benchmark one frame, given a preload / setup function
func IsIntersecting ¶
func LoadShader ¶
func OpenHeadless ¶
func OpenHeadless(r CustomGame)
func OpenHeadlessNoRun ¶
func OpenHeadlessNoRun()
func RunPreparation ¶
func RunPreparation(customGame CustomGame)
RunPreparation is called only once, and is called automatically when calling Open It is only here for benchmarking in combination with OpenHeadlessNoRun
func SetFPSLimit ¶
Types ¶
type AnimationAction ¶
type AnimationComponent ¶
type AnimationComponent struct { Rate float32 // How often frames should increment, in seconds. Renderables []Renderable // Renderables Animations map[string][]int // All possible animations CurrentAnimation []int // The current animation // contains filtered or unexported fields }
Component that controls animation in rendering entities
func NewAnimationComponent ¶
func NewAnimationComponent(renderables []Renderable, rate float32) *AnimationComponent
func (*AnimationComponent) AddAnimationAction ¶
func (ac *AnimationComponent) AddAnimationAction(action *AnimationAction)
func (*AnimationComponent) AddAnimationActions ¶
func (ac *AnimationComponent) AddAnimationActions(actions []*AnimationAction)
func (*AnimationComponent) Cell ¶
func (ac *AnimationComponent) Cell() Renderable
func (*AnimationComponent) SelectAnimationByAction ¶
func (ac *AnimationComponent) SelectAnimationByAction(action *AnimationAction)
func (*AnimationComponent) SelectAnimationByName ¶
func (ac *AnimationComponent) SelectAnimationByName(name string)
func (*AnimationComponent) Type ¶
func (*AnimationComponent) Type() string
type AnimationSystem ¶
type AnimationSystem struct {
*System
}
func (*AnimationSystem) New ¶
func (a *AnimationSystem) New()
func (*AnimationSystem) NextFrame ¶
func (a *AnimationSystem) NextFrame(ac *AnimationComponent)
func (AnimationSystem) Type ¶
func (AnimationSystem) Type() string
func (*AnimationSystem) Update ¶
func (a *AnimationSystem) Update(e *Entity, dt float32)
type AudioComponent ¶
type AudioComponent struct { File string Repeat bool Background bool // contains filtered or unexported fields }
AudioComponent is a Component which is used by the AudioSystem
func (AudioComponent) Type ¶
func (AudioComponent) Type() string
type AudioSystem ¶
AudioSystem is a System that allows for sound effects and / or music
func (*AudioSystem) New ¶
func (as *AudioSystem) New()
func (AudioSystem) Type ¶
func (AudioSystem) Type() string
func (*AudioSystem) Update ¶
func (as *AudioSystem) Update(entity *Entity, dt float32)
type Batch ¶
type Batch struct {
// contains filtered or unexported fields
}
func (*Batch) SetProjection ¶
type ByFirstgid ¶
type ByFirstgid []TMXTileset
func (ByFirstgid) Len ¶
func (t ByFirstgid) Len() int
func (ByFirstgid) Less ¶
func (t ByFirstgid) Less(i, j int) bool
func (ByFirstgid) Swap ¶
func (t ByFirstgid) Swap(i, j int)
type CameraAxis ¶
type CameraAxis uint8
CameraAxis is the axis at which the Camera can/has to move
const ( XAxis CameraAxis = iota YAxis ZAxis )
type CameraMessage ¶
type CameraMessage struct { Axis CameraAxis Value float32 Incremental bool }
CameraMessage is a message that can be sent to the Camera (and other Systemers), to indicate movement
func (CameraMessage) Type ¶
func (CameraMessage) Type() string
type CollisionComponent ¶
func (CollisionComponent) Type ¶
func (CollisionComponent) Type() string
type CollisionMasterComponent ¶
type CollisionMasterComponent struct { }
func (CollisionMasterComponent) Is ¶
func (cm CollisionMasterComponent) Is() bool
func (CollisionMasterComponent) Type ¶
func (CollisionMasterComponent) Type() string
type CollisionMessage ¶
func (CollisionMessage) Type ¶
func (collision CollisionMessage) Type() string
type CollisionSystem ¶
type CollisionSystem struct {
*System
}
func (*CollisionSystem) New ¶
func (cs *CollisionSystem) New()
func (*CollisionSystem) Type ¶
func (*CollisionSystem) Type() string
func (*CollisionSystem) Update ¶
func (cs *CollisionSystem) Update(entity *Entity, dt float32)
type CustomGame ¶
type CustomGame interface { Preload() Setup(*World) }
func NewGame ¶
func NewGame(preload func(), setup func(*World)) CustomGame
NewGame allows you to create a `Responder` using two inline functions `preload` and `setup`.
type EdgeScroller ¶
type EdgeScroller struct { *System // contains filtered or unexported fields }
EdgeScroller is a Systemer that allows for scrolling when the mouse is near the edges
func NewEdgeScroller ¶
func NewEdgeScroller(scrollSpeed float32, margin float64) *EdgeScroller
func (*EdgeScroller) New ¶
func (c *EdgeScroller) New()
func (*EdgeScroller) Type ¶
func (*EdgeScroller) Type() string
func (*EdgeScroller) Update ¶
func (c *EdgeScroller) Update(entity *Entity, dt float32)
type Entity ¶
type Entity struct { Pattern string // contains filtered or unexported fields }
func (*Entity) AddComponent ¶
func (*Entity) Component ¶
GetComponent takes a double pointer to a Component, and populates it with the value of the right type.
func (*Entity) DoesRequire ¶
func (*Entity) RemoveComponent ¶
type Font ¶
type Font struct { URL string Size float64 BG Color FG Color // contains filtered or unexported fields }
TODO FG and BG color config
func (*Font) CreatePreloaded ¶
CreatePreloaded is for loading fonts which have already been defined (and loaded) within Preload
type ImageObject ¶
type ImageObject struct {
// contains filtered or unexported fields
}
func NewImageObject ¶
func NewImageObject(img *image.NRGBA) *ImageObject
func (*ImageObject) Data ¶
func (i *ImageObject) Data() interface{}
func (*ImageObject) Height ¶
func (i *ImageObject) Height() int
func (*ImageObject) Width ¶
func (i *ImageObject) Width() int
type ImageRGBA ¶
type ImageRGBA struct {
// contains filtered or unexported fields
}
func NewImageRGBA ¶
type KeyManager ¶
type KeyManager struct {
// contains filtered or unexported fields
}
func (*KeyManager) Get ¶
func (km *KeyManager) Get(k Key) KeyState
type KeyState ¶
type KeyState struct {
// contains filtered or unexported fields
}
func (KeyState) JustPressed ¶
func (KeyState) JustReleased ¶
type KeyboardScroller ¶
type KeyboardScroller struct { *System // contains filtered or unexported fields }
KeyboardScroller is a Systemer that allows for scrolling when certain keys are pressed
func NewKeyboardScroller ¶
func NewKeyboardScroller(scrollSpeed float32, up, right, down, left Key) *KeyboardScroller
func (*KeyboardScroller) BindKeyboard ¶
func (c *KeyboardScroller) BindKeyboard(up, right, down, left Key)
func (*KeyboardScroller) New ¶
func (c *KeyboardScroller) New()
func (*KeyboardScroller) Type ¶
func (*KeyboardScroller) Type() string
func (*KeyboardScroller) Update ¶
func (c *KeyboardScroller) Update(entity *Entity, dt float32)
type Level ¶
type Level struct { Width int Height int TileWidth int TileHeight int Tiles []*tile LineBounds []Line Images []*tile }
func (*Level) Render ¶
func (lvl *Level) Render(b *Batch, render *RenderComponent, space *SpaceComponent)
type Line ¶
func (*Line) LineIntersection ¶
Returns the point where the two lines intersect
func (*Line) PointDistance ¶
Returns the squared euclidean distance from a point to a line *segment*
func (*Line) PointDistanceSquared ¶
Returns the squared euclidean distance from a point to a line *segment*
type Loader ¶
type Loader struct {
// contains filtered or unexported fields
}
func (*Loader) AddFromDir ¶
func (*Loader) Sound ¶
func (l *Loader) Sound(name string) ReadSeekCloser
type MessageHandler ¶
type MessageHandler func(msg Message)
type MessageManager ¶
type MessageManager struct {
// contains filtered or unexported fields
}
func (*MessageManager) Dispatch ¶
func (mm *MessageManager) Dispatch(message Message)
func (*MessageManager) Listen ¶
func (mm *MessageManager) Listen(messageType string, handler MessageHandler)
type MouseZoomer ¶
type MouseZoomer struct { *System // contains filtered or unexported fields }
MouseZoomer is a Systemer that allows for zooming when the scroll wheel is used
func NewMouseZoomer ¶
func NewMouseZoomer(zoomSpeed float32) *MouseZoomer
func (*MouseZoomer) New ¶
func (c *MouseZoomer) New()
func (*MouseZoomer) Type ¶
func (*MouseZoomer) Type() string
func (*MouseZoomer) Update ¶
func (c *MouseZoomer) Update(entity *Entity, dt float32)
type PauseMessage ¶
type PauseMessage struct {
Pause bool
}
PauseMessage is a message that is sent to (un)pause the world
func (PauseMessage) Type ¶
func (PauseMessage) Type() string
type PauseSystem ¶
type PauseSystem struct {
*System
}
PauseSystem is a Systemer that listens for Pause messages, and then pauses the entire world
func (*PauseSystem) New ¶
func (ps *PauseSystem) New()
func (PauseSystem) Type ¶
func (PauseSystem) Type() string
func (*PauseSystem) Update ¶
func (*PauseSystem) Update(*Entity, float32)
type Player ¶
type Player struct {
// contains filtered or unexported fields
}
Player is a basic audio player that plays PCM data. Operations on a nil *Player are no-op, a nil *Player can be used for testing purposes.
func NewPlayer ¶
func NewPlayer(src ReadSeekCloser, format Format, samplesPerSecond int64) (*Player, error)
NewPlayer returns a new Player. It initializes the underlying audio devices and the related resources. If zero values are provided for format and sample rate values, the player determines them from the source's WAV header. An error is returned if the format and sample rate can't be determined.
The audio package is only designed for small audio sources.
func (*Player) Close ¶
Close closes the device and frees the underlying resources used by the player. It should be called as soon as the player is not in-use anymore.
func (*Player) Current ¶
Current returns the current playback position of the audio that is being played.
func (*Player) Play ¶
Play buffers the source audio to the audio device and starts to play the source. If the player paused or stopped, it reuses the previously buffered resources to keep playing from the time it has paused or stopped.
func (*Player) Seek ¶
Seek moves the play head to the given offset relative to the start of the source.
func (*Player) SetVolume ¶
SetVolume sets the volume of the player. The range of the volume is [0, 1].
type Point ¶
type Point struct {
X, Y float32
}
func MinimumTranslation ¶
func (*Point) MultiplyScalar ¶
func (*Point) PointDistance ¶
func (*Point) PointDistanceSquared ¶
func (*Point) ProjectOnto ¶
Returns the vector produced by projecting a on to b
func (*Point) SubtractScalar ¶
type PriorityLevel ¶
type PriorityLevel int
const ( // HighestGround is the highest PriorityLevel that will be rendered HighestGround PriorityLevel = 50 // HUDGround is a PriorityLevel from which everything isn't being affected by the Camera HUDGround PriorityLevel = 40 Foreground PriorityLevel = 30 MiddleGround PriorityLevel = 20 ScenicGround PriorityLevel = 10 // Background is the lowest PriorityLevel that will be rendered Background PriorityLevel = 0 // Hidden indicates that it should not be rendered by the RenderSystem Hidden PriorityLevel = -1 )
type ReadSeekCloser ¶
type ReadSeekCloser interface { io.ReadSeeker io.Closer }
ReadSeekCloser is an io.ReadSeeker and io.Closer.
type Region ¶
type Region struct {
// contains filtered or unexported fields
}
func (*Region) Render ¶
func (r *Region) Render(b *Batch, render *RenderComponent, space *SpaceComponent)
type RenderComponent ¶
type RenderComponent struct { Display Renderable Scale Point Label string Transparency float32 Color uint32 // contains filtered or unexported fields }
func NewRenderComponent ¶
func NewRenderComponent(display Renderable, scale Point, label string) *RenderComponent
func (*RenderComponent) SetPriority ¶
func (r *RenderComponent) SetPriority(p PriorityLevel)
func (RenderComponent) Type ¶
func (RenderComponent) Type() string
type RenderSystem ¶
type RenderSystem struct { *System // contains filtered or unexported fields }
func (*RenderSystem) AddEntity ¶
func (rs *RenderSystem) AddEntity(e *Entity)
func (*RenderSystem) New ¶
func (rs *RenderSystem) New()
func (*RenderSystem) Post ¶
func (rs *RenderSystem) Post()
func (*RenderSystem) Pre ¶
func (rs *RenderSystem) Pre()
func (*RenderSystem) Priority ¶
func (rs *RenderSystem) Priority() int
func (*RenderSystem) RemoveEntity ¶
func (rs *RenderSystem) RemoveEntity(e *Entity)
func (*RenderSystem) Type ¶
func (*RenderSystem) Type() string
func (*RenderSystem) Update ¶
func (rs *RenderSystem) Update(entity *Entity, dt float32)
type Renderable ¶
type Renderable interface {
Render(b *Batch, render *RenderComponent, space *SpaceComponent)
}
type Resource ¶
type Resource struct {
// contains filtered or unexported fields
}
func NewResource ¶
type SpaceComponent ¶
func (SpaceComponent) AABB ¶
func (sc SpaceComponent) AABB() AABB
func (SpaceComponent) Type ¶
func (SpaceComponent) Type() string
type Sprite ¶
type Spritesheet ¶
type Spritesheet struct {
CellWidth, CellHeight int // The dimensions of the cells
// contains filtered or unexported fields
}
Spritesheet is a class that stores a set of tiles from a file, used by tilemaps and animations
func NewSpritesheetFromFile ¶
func NewSpritesheetFromFile(textureName string, cellWidth, cellHeight int) *Spritesheet
Simple handler for creating a new spritesheet from a file textureName is the name of a texture already preloaded with engi.Files.Add
func NewSpritesheetFromTexture ¶
func NewSpritesheetFromTexture(texture *Texture, cellWidth, cellHeight int) *Spritesheet
func (*Spritesheet) Cell ¶
func (s *Spritesheet) Cell(index int) *Region
Get the region at the index i, updates and pulls from cache if need be
func (*Spritesheet) CellCount ¶
func (s *Spritesheet) CellCount() int
func (*Spritesheet) Cells ¶
func (s *Spritesheet) Cells() []*Region
func (Spritesheet) Height ¶
func (s Spritesheet) Height() float32
The amount of tiles on the y-axis of the spritesheet
func (*Spritesheet) Renderable ¶
func (s *Spritesheet) Renderable(index int) Renderable
func (*Spritesheet) Renderables ¶
func (s *Spritesheet) Renderables() []Renderable
func (Spritesheet) Width ¶
func (s Spritesheet) Width() float32
The amount of tiles on the x-axis of the spritesheet
type System ¶
type System struct { ShouldSkipOnHeadless bool World *World // contains filtered or unexported fields }
func (*System) RemoveEntity ¶
func (System) SkipOnHeadless ¶
type TMXImgLayer ¶
type TMXLevel ¶
type TMXLevel struct { Width int `xml:"width,attr"` Height int `xml:"height,attr"` TileWidth int `xml:"tilewidth,attr"` TileHeight int `xml:"tileheight,attr"` Tilesets []TMXTileset `xml:"tileset"` Layers []TMXLayer `xml:"layer"` ObjGroups []TMXObjGroup `xml:"objectgroup"` ImgLayers []TMXImgLayer `xml:"imagelayer"` }
type TMXObj ¶
type TMXObj struct { X float64 `xml:"x,attr"` Y float64 `xml:"y,attr"` Polylines []TMXPolyline `xml:"polyline"` }
type TMXObjGroup ¶
type TMXPolyline ¶
type TMXPolyline struct {
Points string `xml:"points,attr"`
}
type TMXTileset ¶
type TMXTilesetSrc ¶
type TMXTilesetSrc struct { Source string `xml:"source,attr"` Width int `xml:"width,attr"` Height int `xml:"height,attr"` }
Just used to create levelTileset->Image
type Texture ¶
type Texture struct {
// contains filtered or unexported fields
}
func NewTexture ¶
func (*Texture) Render ¶
func (t *Texture) Render(b *Batch, render *RenderComponent, space *SpaceComponent)
type UnpauseComponent ¶
type UnpauseComponent struct{}
UnpauseComponent is a component that indicates whether or not the Entity should be affected by system-wide pauses.
func (UnpauseComponent) Type ¶
func (UnpauseComponent) Type() string
type World ¶
type World struct {
// contains filtered or unexported fields
}