Documentation ¶
Index ¶
Constants ¶
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const ( FPS = 60 WINDOW_WIDTH = 1280 WINDOW_HEIGHT = 800 )
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const (
MAX_PLAYERS = 4
)
Variables ¶
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var ( DELTA_FPS = time.Duration(int64(time.Second) / FPS) BLACK = &sdl.Color{0, 0, 0, 255} BLUE = &sdl.Color{10, 10, 255, 255} DARK_GREEN = &sdl.Color{10, 100, 10, 255} GREEN = &sdl.Color{100, 200, 100, 255} PURPLE = &sdl.Color{100, 10, 100, 255} RED = &sdl.Color{255, 100, 100, 255} SKY = &sdl.Color{130, 130, 255, 255} WHITE = &sdl.Color{255, 255, 255, 255} YELLOW = &sdl.Color{255, 255, 100, 255} SkullColor = map[SkullType]*sdl.Color{ SBlack: BLACK, SBlue: SKY, SGreen: GREEN, SRed: RED, SWhite: WHITE, SGold: YELLOW, } TILE_SIZE = 50 TILE_BORDER_SIZE = 1 TILE_STEP = TILE_SIZE + TILE_BORDER_SIZE TILE_START_X = 153 TILE_START_Y = 184 LINE_WIDTH int32 = 3 )
Functions ¶
Types ¶
type Board ¶
type Board struct { Skulls Skulls Players []*Player CurrentPlayer *Player // contains filtered or unexported fields }
func (*Board) CheckSkulls ¶
func (*Board) Initialize ¶
func (b *Board) Initialize()
type SkullToken ¶
func (*SkullToken) Draw ¶
func (s *SkullToken) Draw(r *sdl.Renderer)
type TextureManager ¶
type TextureManager struct {
// contains filtered or unexported fields
}
func (*TextureManager) Destroy ¶
func (t *TextureManager) Destroy()
func (*TextureManager) Initialize ¶
func (t *TextureManager) Initialize(r *sdl.Renderer, dirpath string) error
Source Files ¶
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