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Published: Apr 1, 2024 License: MIT Imports: 28 Imported by: 48

Documentation

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

func InferLanguages

func InferLanguages() []string

func NewRotation

func NewRotation(deg float64) *gmath.Rad

func NewSimulatedScene

func NewSimulatedScene(ctx *Context, controller SceneController) (*SimulationRunner, *Scene)

func NewVec

func NewVec(x, y float64) *gmath.Vec

func RGB

func RGB(rgb uint64) color.RGBA

RGB returns a color.RGBA created from the bits of rgb value. RGB(0xAABBCC) is identical to color.RGBA{R: 0xAA, G: 0xBB, B: 0xCC, A: 0xFF}

func RunGame

func RunGame(ctx *Context, controller SceneController) error

Types

type AlignHorizontal

type AlignHorizontal uint8
const (
	AlignHorizontalLeft AlignHorizontal = iota
	AlignHorizontalCenter
	AlignHorizontalRight
)

type AlignVertical

type AlignVertical uint8
const (
	AlignVerticalTop AlignVertical = iota
	AlignVerticalCenter
	AlignVerticalBottom
)

type Animation

type Animation struct {
	Mode AnimationMode

	EventFrameChanged gesignal.Event[int]
	// contains filtered or unexported fields
}

func NewAnimation

func NewAnimation(s *Sprite, numFrames int) *Animation

func NewRepeatedAnimation

func NewRepeatedAnimation(s *Sprite, numFrames int) *Animation

func (*Animation) IsDisposed

func (a *Animation) IsDisposed() bool

func (*Animation) Rewind

func (a *Animation) Rewind()

func (*Animation) RewindTo

func (a *Animation) RewindTo(value float64)

func (*Animation) SetAnimationSpan

func (a *Animation) SetAnimationSpan(value float64)

func (*Animation) SetOffsetY

func (a *Animation) SetOffsetY(offset float64)

func (*Animation) SetSecondsPerFrame

func (a *Animation) SetSecondsPerFrame(seconds float64)

func (*Animation) SetSprite

func (a *Animation) SetSprite(s *Sprite, numFrames int)

func (*Animation) Sprite

func (a *Animation) Sprite() *Sprite

func (*Animation) Tick

func (a *Animation) Tick(delta float64) bool

type AnimationMode

type AnimationMode int
const (
	AnimationForward AnimationMode = iota
	AnimationBackward
)

type AudioSystem

type AudioSystem struct {
	// contains filtered or unexported fields
}

func (*AudioSystem) ContinueCurrentMusic

func (sys *AudioSystem) ContinueCurrentMusic()

func (*AudioSystem) ContinueMusic

func (sys *AudioSystem) ContinueMusic(id resource.AudioID)

func (*AudioSystem) DecodeOGG

func (sys *AudioSystem) DecodeOGG(r io.Reader) (*vorbis.Stream, error)

func (*AudioSystem) DecodeWAV

func (sys *AudioSystem) DecodeWAV(r io.Reader) (*wav.Stream, error)

func (*AudioSystem) EnqueueSound

func (sys *AudioSystem) EnqueueSound(id resource.AudioID)

func (*AudioSystem) GetContext

func (sys *AudioSystem) GetContext() *audio.Context

func (*AudioSystem) PauseCurrentMusic

func (sys *AudioSystem) PauseCurrentMusic()

func (*AudioSystem) PlayMusic

func (sys *AudioSystem) PlayMusic(id resource.AudioID)

func (*AudioSystem) PlaySound

func (sys *AudioSystem) PlaySound(id resource.AudioID)

func (*AudioSystem) PlaySoundWithVolume

func (sys *AudioSystem) PlaySoundWithVolume(id resource.AudioID, vol float64)

func (*AudioSystem) ResetQueue

func (sys *AudioSystem) ResetQueue()

func (*AudioSystem) SetGroupVolume

func (sys *AudioSystem) SetGroupVolume(groupID uint, multiplier float64)

func (*AudioSystem) Update

func (sys *AudioSystem) Update()

type ColorScale

type ColorScale struct {
	R float32
	G float32
	B float32
	A float32
}

func (*ColorScale) SetColor

func (c *ColorScale) SetColor(rgba color.RGBA)

func (*ColorScale) SetRGBA

func (c *ColorScale) SetRGBA(r, g, b, a uint8)

type Context

type Context struct {
	Loader   *resource.Loader
	Renderer *Renderer

	Input input.System
	Audio AudioSystem

	Dict *langs.Dictionary

	Rand gmath.Rand

	CurrentScene *RootScene

	// If non-nil, this function is used to create a scene controller that will handle the panic.
	// The single arguments holds the occurred panic information.
	// When game panics for whatever reason, instead of crashing, you can assign a
	// recovery controller constructor here.
	// You can just show the error to the user and crash or you may want to recover the game somehow
	// (e.g. run the main menu controller again).
	NewPanicController func(panicInfo *PanicInfo) SceneController

	OnCriticalError func(err error)

	GameName string

	FullScreen   bool
	WindowTitle  string
	WindowWidth  float64
	WindowHeight float64
	ScreenWidth  float64
	ScreenHeight float64
	// contains filtered or unexported fields
}

func NewContext

func NewContext(config ContextConfig) *Context

func (*Context) ChangeScene

func (ctx *Context) ChangeScene(controller SceneController)

func (*Context) CheckGameData

func (ctx *Context) CheckGameData(key string) bool

func (*Context) Draw

func (ctx *Context) Draw(screen *ebiten.Image)

func (*Context) InferDisplayRatio

func (ctx *Context) InferDisplayRatio() (int, int)

func (*Context) LayoutSize

func (ctx *Context) LayoutSize() (int, int)

func (*Context) LoadGameData

func (ctx *Context) LoadGameData(key string, dst any) error

func (*Context) LocateGameData

func (ctx *Context) LocateGameData(key string) string

func (*Context) ReadGameData

func (ctx *Context) ReadGameData(key string) ([]byte, error)

func (*Context) SaveGameData

func (ctx *Context) SaveGameData(key string, data any)

func (*Context) WindowRect

func (ctx *Context) WindowRect() gmath.Rect

type ContextConfig

type ContextConfig struct {
	Mute bool

	TimeDeltaMode TimeDeltaMode
}

type GrowHorizontal

type GrowHorizontal uint8
const (
	GrowHorizontalRight GrowHorizontal = iota
	GrowHorizontalLeft
	GrowHorizontalBoth
	GrowHorizontalNone
)

type GrowVertical

type GrowVertical uint8
const (
	GrowVerticalDown GrowVertical = iota
	GrowVerticalUp
	GrowVerticalBoth
	GrowVerticalNone
)

type Image

type Image struct {
	Texture *ebiten.Image

	DefaultFrameWidth  float64
	DefaultFrameHeight float64
}

type Label

type Label struct {
	Text string

	Pos    Pos
	Width  float64
	Height float64

	Visible bool

	AlignVertical   AlignVertical
	AlignHorizontal AlignHorizontal
	GrowVertical    GrowVertical
	GrowHorizontal  GrowHorizontal
	// contains filtered or unexported fields
}

func NewLabel

func NewLabel(ff font.Face) *Label

func (*Label) Dispose

func (l *Label) Dispose()

func (*Label) Draw

func (l *Label) Draw(screen *ebiten.Image)

func (*Label) DrawWithOffset

func (l *Label) DrawWithOffset(screen *ebiten.Image, offset gmath.Vec)

func (*Label) GetAlpha

func (l *Label) GetAlpha() float32

func (*Label) GetColorScale

func (l *Label) GetColorScale() ColorScale

func (*Label) IsDisposed

func (l *Label) IsDisposed() bool

func (*Label) SetAlpha

func (l *Label) SetAlpha(a float32)

func (*Label) SetColorScale

func (l *Label) SetColorScale(colorScale ColorScale)

func (*Label) SetColorScaleRGBA

func (l *Label) SetColorScaleRGBA(r, g, b, a uint8)

type Line

type Line struct {
	BeginPos Pos
	EndPos   Pos

	Width float64

	Visible bool
	// contains filtered or unexported fields
}

func NewLine

func NewLine(begin, end Pos) *Line

func (*Line) BoundsRect

func (l *Line) BoundsRect() gmath.Rect

func (*Line) Dispose

func (l *Line) Dispose()

func (*Line) Draw

func (l *Line) Draw(screen *ebiten.Image)

func (*Line) DrawWithOffset

func (l *Line) DrawWithOffset(screen *ebiten.Image, offset gmath.Vec)

func (*Line) GetAlpha

func (l *Line) GetAlpha() float32

func (*Line) IsDisposed

func (l *Line) IsDisposed() bool

func (*Line) SetAlpha

func (l *Line) SetAlpha(a float32)

func (*Line) SetColorScale

func (l *Line) SetColorScale(colorScale ColorScale)

func (*Line) SetColorScaleRGBA

func (l *Line) SetColorScaleRGBA(r, g, b, a uint8)

type LinePoint

type LinePoint struct {
	Pos        gmath.Vec
	ColorScale ColorScale
}

type MultiLayer

type MultiLayer struct {
	List []SceneGraphicsLayer
}

func NewMultiLayer

func NewMultiLayer(layers ...SceneGraphicsLayer) *MultiLayer

func NewMultiSimpleLayer

func NewMultiSimpleLayer(numLayers int) *MultiLayer

func (*MultiLayer) AddGraphics

func (l *MultiLayer) AddGraphics(g SceneGraphics)

func (*MultiLayer) Draw

func (l *MultiLayer) Draw(screen *ebiten.Image)

func (*MultiLayer) IsDisposed

func (l *MultiLayer) IsDisposed() bool

type PanicInfo

type PanicInfo struct {
	// A controller that was active during the panic.
	Controller SceneController

	// The error trace.
	Trace string

	// A value retrieved from recover().
	Value any
}

type Particle

type Particle struct {
	Velocity gmath.Vec
	Rotation gmath.Rad

	Lifetime float64
}

type ParticleConfig

type ParticleConfig struct {
	Lifetime float64

	Amount int

	InitFunc func(p *Particle)

	RotationFunc func(p *Particle, delta float64) gmath.Rad
	VelocityFunc func(p *Particle, delta float64) gmath.Vec
	ColorFunc    func(p *Particle) ColorScale
}

type ParticleEmitter

type ParticleEmitter struct {
	Visible bool

	Centered bool

	Pos Pos

	FrameOffset gmath.Vec
	FrameWidth  float64
	FrameHeight float64

	Hue gmath.Rad
	// contains filtered or unexported fields
}

func NewParticleEmitter

func NewParticleEmitter() *ParticleEmitter

func (*ParticleEmitter) Dispose

func (e *ParticleEmitter) Dispose()

func (*ParticleEmitter) DisposeDetached

func (e *ParticleEmitter) DisposeDetached()

func (*ParticleEmitter) Draw

func (e *ParticleEmitter) Draw(screen *ebiten.Image)

func (*ParticleEmitter) Init

func (e *ParticleEmitter) Init(scene *Scene)

func (*ParticleEmitter) IsDisposed

func (e *ParticleEmitter) IsDisposed() bool

func (*ParticleEmitter) SetConfig

func (e *ParticleEmitter) SetConfig(config ParticleConfig)

func (*ParticleEmitter) SetImage

func (e *ParticleEmitter) SetImage(img resource.Image)

func (*ParticleEmitter) Update

func (e *ParticleEmitter) Update(delta float64)

type PolyLine

type PolyLine struct {
	Points []LinePoint

	Width float64

	Visible bool
	// contains filtered or unexported fields
}

func NewPolyLine

func NewPolyLine() *PolyLine

func (*PolyLine) Dispose

func (l *PolyLine) Dispose()

func (*PolyLine) Draw

func (l *PolyLine) Draw(screen *ebiten.Image)

func (*PolyLine) IsDisposed

func (l *PolyLine) IsDisposed() bool

func (*PolyLine) PopPoint

func (l *PolyLine) PopPoint() gmath.Vec

func (*PolyLine) PushColorPoint

func (l *PolyLine) PushColorPoint(pt gmath.Vec, c ColorScale)

func (*PolyLine) PushPoint

func (l *PolyLine) PushPoint(pt gmath.Vec)

func (*PolyLine) ResetPoints

func (l *PolyLine) ResetPoints()

type Pos

type Pos struct {
	Base   *gmath.Vec
	Offset gmath.Vec
}

Pos represents a position with optional offset relative to its base.

func MakePos

func MakePos(base gmath.Vec) Pos

func (Pos) Resolve

func (p Pos) Resolve() gmath.Vec

func (*Pos) Set

func (p *Pos) Set(base *gmath.Vec, offsetX, offsetY float64)

func (*Pos) SetBase

func (p *Pos) SetBase(base gmath.Vec)

func (Pos) WithOffset

func (p Pos) WithOffset(offsetX, offsetY float64) Pos

type Rect

type Rect struct {
	Pos Pos

	Width  float64
	Height float64

	Centered bool

	OutlineColorScale ColorScale
	FillColorScale    ColorScale

	OutlineWidth float64

	Visible bool
	// contains filtered or unexported fields
}

func NewRect

func NewRect(ctx *Context, width, height float64) *Rect

func (*Rect) AnchorPos

func (rect *Rect) AnchorPos() Pos

AnchorPos returns a top-left position. When Centered is false, it's identical to Pos, otherwise it will apply the computations to get the right anchor for the centered rect.

func (*Rect) BoundsRect

func (rect *Rect) BoundsRect() gmath.Rect

func (*Rect) Dispose

func (rect *Rect) Dispose()

func (*Rect) Draw

func (rect *Rect) Draw(screen *ebiten.Image)

func (*Rect) DrawWithOffset

func (rect *Rect) DrawWithOffset(screen *ebiten.Image, offset gmath.Vec)

func (*Rect) IsDisposed

func (rect *Rect) IsDisposed() bool

type Renderer

type Renderer struct {
	// contains filtered or unexported fields
}

func NewRenderer

func NewRenderer() *Renderer

func (*Renderer) Draw

func (r *Renderer) Draw(screen *ebiten.Image, graphics *[zindexMax][]SceneGraphics)

type RootScene

type RootScene struct {
	// contains filtered or unexported fields
}

type Scene

type Scene struct {
	// contains filtered or unexported fields
}

func (*Scene) AddBody

func (s *Scene) AddBody(b *physics.Body)

func (*Scene) AddGraphics

func (s *Scene) AddGraphics(g SceneGraphics)

func (*Scene) AddGraphicsAbove

func (s *Scene) AddGraphicsAbove(g SceneGraphics, zindex uint8)

func (*Scene) AddGraphicsBelow

func (s *Scene) AddGraphicsBelow(g SceneGraphics, zindex uint8)

func (*Scene) AddObject

func (scene *Scene) AddObject(o SceneObject)

func (*Scene) AddObjectAbove

func (scene *Scene) AddObjectAbove(o SceneObject, zindex uint8)

func (*Scene) AddObjectBelow

func (scene *Scene) AddObjectBelow(o SceneObject, zindex uint8)

func (*Scene) Audio

func (s *Scene) Audio() *AudioSystem

func (*Scene) Context

func (s *Scene) Context() *Context

func (*Scene) DelayedCall

func (scene *Scene) DelayedCall(seconds float64, fn func())

func (*Scene) Dict

func (s *Scene) Dict() *langs.Dictionary

func (*Scene) GetCollisions

func (s *Scene) GetCollisions(b *physics.Body) []physics.Collision

func (*Scene) GetCollisionsAtLayer

func (s *Scene) GetCollisionsAtLayer(b *physics.Body, offset gmath.Vec, layerMask uint16) []physics.Collision

func (*Scene) GetMovementCollision

func (s *Scene) GetMovementCollision(b *physics.Body, velocity gmath.Vec) *physics.Collision

func (*Scene) HasCollisionsAt

func (s *Scene) HasCollisionsAt(b *physics.Body, offset gmath.Vec) bool

func (*Scene) HasCollisionsAtLayer

func (s *Scene) HasCollisionsAtLayer(b *physics.Body, offset gmath.Vec, layerMask uint16) bool

func (*Scene) LoadImage

func (s *Scene) LoadImage(imageID resource.ImageID) resource.Image

func (*Scene) LoadRaw

func (s *Scene) LoadRaw(rawID resource.RawID) resource.Raw

func (*Scene) NewLabel

func (s *Scene) NewLabel(fontID resource.FontID) *Label

func (*Scene) NewParticleEmitter

func (s *Scene) NewParticleEmitter(imageID resource.ImageID) *ParticleEmitter

func (*Scene) NewRepeatedSprite

func (s *Scene) NewRepeatedSprite(imageID resource.ImageID, width, height float64) *Sprite

func (*Scene) NewShader

func (s *Scene) NewShader(shaderID resource.ShaderID) Shader

func (*Scene) NewSprite

func (s *Scene) NewSprite(imageID resource.ImageID) *Sprite

func (*Scene) Rand

func (s *Scene) Rand() *gmath.Rand

type SceneController

type SceneController interface {
	Init(*Scene)

	Update(delta float64)
}

type SceneGraphics

type SceneGraphics interface {
	Draw(dst *ebiten.Image)

	IsDisposed() bool
}

type SceneGraphicsLayer

type SceneGraphicsLayer interface {
	AddGraphics(g SceneGraphics)

	Draw(dst *ebiten.Image)
}

type SceneObject

type SceneObject interface {
	// Init is called once when object is added to the scene.
	//
	// It's a good time to initialize all dependent objects
	// and attach sprites to the scene.
	Init(*Scene)

	// IsDisposed reports whether scene object was disposed.
	//
	// Disposed objects are removed from the scene before their
	// Update method is called for the current frame.
	IsDisposed() bool

	// Update is called for every object during every logical game frame.
	// Delta specifies how many seconds have passed from the previous frame.
	Update(delta float64)
}

type Shader

type Shader struct {
	Enabled bool

	Texture1 resource.Image
	Texture2 resource.Image
	Texture3 resource.Image
	// contains filtered or unexported fields
}

func (*Shader) IsNil

func (s *Shader) IsNil() bool

func (*Shader) SetFloatValue

func (s *Shader) SetFloatValue(key string, v float64)

func (*Shader) SetIntValue

func (s *Shader) SetIntValue(key string, v int)

type ShaderLayer

type ShaderLayer struct {
	Visible bool

	Shader Shader
	// contains filtered or unexported fields
}

func NewShaderLayer

func NewShaderLayer() *ShaderLayer

func (*ShaderLayer) AddGraphics

func (l *ShaderLayer) AddGraphics(g SceneGraphics)

func (*ShaderLayer) Draw

func (l *ShaderLayer) Draw(screen *ebiten.Image)

func (*ShaderLayer) IsDisposed

func (l *ShaderLayer) IsDisposed() bool

type SimpleLayer

type SimpleLayer struct {
	Visible bool
	// contains filtered or unexported fields
}

func NewSimpleLayer

func NewSimpleLayer() *SimpleLayer

func (*SimpleLayer) AddGraphics

func (l *SimpleLayer) AddGraphics(g SceneGraphics)

func (*SimpleLayer) Draw

func (l *SimpleLayer) Draw(screen *ebiten.Image)

func (*SimpleLayer) IsDisposed

func (l *SimpleLayer) IsDisposed() bool

type SimulationRunner

type SimulationRunner struct {
	// contains filtered or unexported fields
}

func (*SimulationRunner) Update

func (r *SimulationRunner) Update(delta float64)

type Sprite

type Sprite struct {
	Pos      Pos
	Rotation *gmath.Rad

	FlipHorizontal bool
	FlipVertical   bool
	Visible        bool
	Centered       bool

	FrameOffset     gmath.Vec
	FrameWidth      float64
	FrameHeight     float64
	FrameTrimTop    float64
	FrameTrimBottom float64

	Shader Shader
	// contains filtered or unexported fields
}

func NewSprite

func NewSprite(ctx *Context) *Sprite

func (*Sprite) AnchorPos

func (s *Sprite) AnchorPos() Pos

AnchorPos returns a top-left position. When Centered is false, it's identical to Pos, otherwise it will apply the computations to get the right anchor for the centered sprite.

func (*Sprite) BoundsRect

func (s *Sprite) BoundsRect() gmath.Rect

func (*Sprite) Dispose

func (s *Sprite) Dispose()

func (*Sprite) Draw

func (s *Sprite) Draw(screen *ebiten.Image)

func (*Sprite) DrawWithOffset

func (s *Sprite) DrawWithOffset(screen *ebiten.Image, offset gmath.Vec)

func (*Sprite) GetAlpha

func (s *Sprite) GetAlpha() float32

func (*Sprite) GetColorScale

func (s *Sprite) GetColorScale() ColorScale

func (*Sprite) GetScale

func (s *Sprite) GetScale() (width, height float64)

func (*Sprite) ImageHeight

func (s *Sprite) ImageHeight() float64

func (*Sprite) ImageID

func (s *Sprite) ImageID() resource.ImageID

func (*Sprite) ImageWidth

func (s *Sprite) ImageWidth() float64

func (*Sprite) IsDisposed

func (s *Sprite) IsDisposed() bool

func (*Sprite) SetAlpha

func (s *Sprite) SetAlpha(a float32)

func (*Sprite) SetColorScale

func (s *Sprite) SetColorScale(colorScale ColorScale)

func (*Sprite) SetColorScaleRGBA

func (s *Sprite) SetColorScaleRGBA(r, g, b, a uint8)

func (*Sprite) SetImage

func (s *Sprite) SetImage(img resource.Image)

func (*Sprite) SetRepeatedImage

func (s *Sprite) SetRepeatedImage(img resource.Image, width, height float64)

func (*Sprite) SetScale

func (s *Sprite) SetScale(width, height float64)

type Texture

type Texture struct {
	// contains filtered or unexported fields
}

func NewHorizontallyRepeatedTexture

func NewHorizontallyRepeatedTexture(img resource.Image, maxLen float64) *Texture

type TextureLine

type TextureLine struct {
	BeginPos Pos
	EndPos   Pos

	Shader Shader

	Visible bool
	// contains filtered or unexported fields
}

func NewTextureLine

func NewTextureLine(ctx *Context, begin, end Pos) *TextureLine

func (*TextureLine) BoundsRect

func (l *TextureLine) BoundsRect() gmath.Rect

func (*TextureLine) Dispose

func (l *TextureLine) Dispose()

func (*TextureLine) Draw

func (l *TextureLine) Draw(screen *ebiten.Image)

func (*TextureLine) DrawWithOffset

func (l *TextureLine) DrawWithOffset(screen *ebiten.Image, offset gmath.Vec)

func (*TextureLine) GetAlpha

func (l *TextureLine) GetAlpha() float32

func (*TextureLine) IsDisposed

func (l *TextureLine) IsDisposed() bool

func (*TextureLine) SetAlpha

func (l *TextureLine) SetAlpha(a float32)

func (*TextureLine) SetTexture

func (l *TextureLine) SetTexture(tex *Texture)

type TiledBackground

type TiledBackground struct {
	Pos Pos

	Visible bool

	ColorScale ColorScale

	Hue gmath.Rad
	// contains filtered or unexported fields
}

func NewTiledBackground

func NewTiledBackground(ctx *Context) *TiledBackground

func (*TiledBackground) Dispose

func (bg *TiledBackground) Dispose()

func (*TiledBackground) Draw

func (bg *TiledBackground) Draw(screen *ebiten.Image)

func (*TiledBackground) DrawImage

func (bg *TiledBackground) DrawImage(img *ebiten.Image, options *ebiten.DrawImageOptions)

func (*TiledBackground) DrawPartial

func (bg *TiledBackground) DrawPartial(screen *ebiten.Image, section gmath.Rect)

func (*TiledBackground) DrawPartialWithOffset

func (bg *TiledBackground) DrawPartialWithOffset(screen *ebiten.Image, section gmath.Rect, offset gmath.Vec)

func (*TiledBackground) IsDisposed

func (bg *TiledBackground) IsDisposed() bool

func (*TiledBackground) LoadTileset

func (bg *TiledBackground) LoadTileset(ctx *Context, width, height float64, source resource.ImageID, tileset resource.RawID)

func (*TiledBackground) LoadTilesetWithRand

func (bg *TiledBackground) LoadTilesetWithRand(ctx *Context, rand *gmath.Rand, width, height float64, source resource.ImageID, tileset resource.RawID)

type TimeDeltaMode

type TimeDeltaMode int
const (
	TimeDeltaComputed60 TimeDeltaMode = iota
	TimeDeltaComputed120
	TimeDeltaFixed60
	TimeDeltaFixed120
)

type YSortLayer

type YSortLayer struct {
	Visible bool
	// contains filtered or unexported fields
}

func NewYSortLayer

func NewYSortLayer() *YSortLayer

func (*YSortLayer) AddGraphics

func (l *YSortLayer) AddGraphics(g SceneGraphics)

func (*YSortLayer) AddGraphicsWithPos

func (l *YSortLayer) AddGraphicsWithPos(g SceneGraphics, pos Pos)

func (*YSortLayer) Dispose

func (l *YSortLayer) Dispose()

func (*YSortLayer) Draw

func (l *YSortLayer) Draw(screen *ebiten.Image)

func (*YSortLayer) IsDisposed

func (l *YSortLayer) IsDisposed() bool

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