Documentation
¶
Index ¶
- type CameraController
- type GameScene
- type MouseDebugger
- type PlayerController
- func (sp *PlayerController) LateUpdate()
- func (sp *PlayerController) OnCollisionEnter(arbiter engine.Arbiter) bool
- func (sp *PlayerController) OnCollisionExit(arbiter engine.Arbiter)
- func (sp *PlayerController) Shoot()
- func (sp *PlayerController) Start()
- func (sp *PlayerController) TestCoroutines()
- func (sp *PlayerController) Update()
- type Rotator
Constants ¶
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Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type CameraController ¶
type CameraController struct {
engine.BaseComponent
Speed float64
}
func NewCameraCtl ¶
func NewCameraCtl(speed float64) *CameraController
func (*CameraController) Update ¶
func (sp *CameraController) Update()
type GameScene ¶
type GameScene struct {
*engine.SceneData
Layer1 *engine.GameObject
Layer2 *engine.GameObject
Layer3 *engine.GameObject
}
var (
GameSceneGeneral *GameScene
)
type MouseDebugger ¶
type MouseDebugger struct {
engine.BaseComponent
}
func NewMouseDebugger ¶
func NewMouseDebugger() *MouseDebugger
func (*MouseDebugger) Update ¶
func (m *MouseDebugger) Update()
type PlayerController ¶
type PlayerController struct {
engine.BaseComponent
Speed float32
JumpSpeed float32
Physics *engine.Physics
Fire *engine.GameObject
Floor *engine.GameObject
Fires []*engine.GameObject
// contains filtered or unexported fields
}
func NewPlayerController ¶
func NewPlayerController() *PlayerController
func (*PlayerController) LateUpdate ¶
func (sp *PlayerController) LateUpdate()
func (*PlayerController) OnCollisionEnter ¶
func (sp *PlayerController) OnCollisionEnter(arbiter engine.Arbiter) bool
func (*PlayerController) OnCollisionExit ¶
func (sp *PlayerController) OnCollisionExit(arbiter engine.Arbiter)
func (*PlayerController) Shoot ¶
func (sp *PlayerController) Shoot()
func (*PlayerController) Start ¶
func (sp *PlayerController) Start()
func (*PlayerController) TestCoroutines ¶
func (sp *PlayerController) TestCoroutines()
func (*PlayerController) Update ¶
func (sp *PlayerController) Update()
type Rotator ¶
type Rotator struct {
engine.BaseComponent
}
func NewRotator ¶
func NewRotator() *Rotator
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