Documentation ¶
Index ¶
- Constants
- func CheckCollision(newPosition mgl32.Vec3, collisionEntities []fileio.CollisionEntity) *fileio.CollisionEntity
- func CheckNearbyBoxClimb(playerPosition mgl32.Vec3, collisionEntities []fileio.CollisionEntity) bool
- func CheckRamp(entity *fileio.CollisionEntity) bool
- func RemoveCollisionEntity(collisionEntities []fileio.CollisionEntity, entityId int)
- type AotDoor
- type AotHeader
- type AotItem
- type AotManager
- func (aotManager *AotManager) AddAotTrigger(aotInstruction fileio.ScriptInstrAotSet)
- func (aotManager *AotManager) AddAotTrigger4p(aotInstruction fileio.ScriptInstrAotSet4p)
- func (aotManager *AotManager) AddDoorAot(aotInstruction fileio.ScriptInstrDoorAotSet)
- func (aotManager *AotManager) AddDoorAot4p(aotInstruction fileio.ScriptInstrDoorAotSet4p)
- func (aotManager *AotManager) AddItemAot(aotInstruction fileio.ScriptInstrItemAotSet)
- func (aotManager *AotManager) AddItemAot4p(aotInstruction fileio.ScriptInstrItemAotSet4p)
- func (aotManager *AotManager) AddScriptSprite(sprite fileio.ScriptInstrSceEsprOn)
- func (aotManager *AotManager) GetAotTriggerNearPlayer(position mgl32.Vec3) *AotObject
- func (aotManager *AotManager) GetDoorNearPlayer(position mgl32.Vec3) *AotDoor
- func (aotManager *AotManager) ResetAotTrigger(aotInstruction fileio.ScriptInstrAotReset)
- type AotObject
- type CameraSwitchHandler
- type GameWorld
- type Room
Constants ¶
View Source
const ( AOT_DOOR = 1 AOT_ITEM = 2 AOT_EVENT = 5 )
Variables ¶
This section is empty.
Functions ¶
func CheckCollision ¶
func CheckCollision(newPosition mgl32.Vec3, collisionEntities []fileio.CollisionEntity) *fileio.CollisionEntity
func CheckNearbyBoxClimb ¶
func CheckNearbyBoxClimb(playerPosition mgl32.Vec3, collisionEntities []fileio.CollisionEntity) bool
func CheckRamp ¶
func CheckRamp(entity *fileio.CollisionEntity) bool
func RemoveCollisionEntity ¶
func RemoveCollisionEntity(collisionEntities []fileio.CollisionEntity, entityId int)
Types ¶
type AotManager ¶
type AotManager struct { Doors []AotDoor Items []AotItem Sprites []fileio.ScriptInstrSceEsprOn AotTriggers []AotObject }
func NewAotManager ¶
func NewAotManager() *AotManager
func (*AotManager) AddAotTrigger ¶
func (aotManager *AotManager) AddAotTrigger(aotInstruction fileio.ScriptInstrAotSet)
func (*AotManager) AddAotTrigger4p ¶
func (aotManager *AotManager) AddAotTrigger4p(aotInstruction fileio.ScriptInstrAotSet4p)
func (*AotManager) AddDoorAot ¶
func (aotManager *AotManager) AddDoorAot(aotInstruction fileio.ScriptInstrDoorAotSet)
func (*AotManager) AddDoorAot4p ¶
func (aotManager *AotManager) AddDoorAot4p(aotInstruction fileio.ScriptInstrDoorAotSet4p)
func (*AotManager) AddItemAot ¶
func (aotManager *AotManager) AddItemAot(aotInstruction fileio.ScriptInstrItemAotSet)
func (*AotManager) AddItemAot4p ¶
func (aotManager *AotManager) AddItemAot4p(aotInstruction fileio.ScriptInstrItemAotSet4p)
func (*AotManager) AddScriptSprite ¶
func (aotManager *AotManager) AddScriptSprite(sprite fileio.ScriptInstrSceEsprOn)
func (*AotManager) GetAotTriggerNearPlayer ¶
func (aotManager *AotManager) GetAotTriggerNearPlayer(position mgl32.Vec3) *AotObject
func (*AotManager) GetDoorNearPlayer ¶
func (aotManager *AotManager) GetDoorNearPlayer(position mgl32.Vec3) *AotDoor
func (*AotManager) ResetAotTrigger ¶
func (aotManager *AotManager) ResetAotTrigger(aotInstruction fileio.ScriptInstrAotReset)
type CameraSwitchHandler ¶
type CameraSwitchHandler struct { CameraSwitches []fileio.RVDHeader CameraSwitchTransitions map[int][]int }
func NewCameraSwitchHandler ¶
func NewCameraSwitchHandler(cameraSwitches []fileio.RVDHeader, maxCamerasInRoom int) *CameraSwitchHandler
func (*CameraSwitchHandler) GetCameraSwitchNewRegion ¶
type GameWorld ¶
type GameWorld struct { AotManager *AotManager GameRoom *Room }
func NewGameWorld ¶
func NewGameWorld() *GameWorld
func (*GameWorld) LoadNewRoom ¶
type Room ¶
type Room struct { CameraPositionData []fileio.CameraInfo CameraSwitchHandler *CameraSwitchHandler CollisionEntities []fileio.CollisionEntity MaxCamerasInRoom int }
func (*Room) ClampNewCameraId ¶
Click to show internal directories.
Click to hide internal directories.