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Index ¶
Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type CurrentState ¶
type CurrentState int
CurrentState is an enum that represents the current state of the game.
const ( // Running is the state when the game is running. Running CurrentState = iota // Paused is the state when the game is paused. Paused // NextWaveReady is the state when the next wave is ready. NextWaveReady )
type GameState ¶
type GameState struct {
// LevelName is a name of the level.
LevelName string
// Map is a map of the game.
Map *ingame.Map
// TowersToBuy is a map of towers that can be bought.
TowersToBuy map[string]*config.Tower
// EnemyToCall is a map of enemies that can be called.
EnemyToCall map[string]*config.Enemy
// Ended is a flag that represents if the game is ended.
Ended bool
// Win is a flag that represents if the game is won.
Win bool
// State is a current state of the game.
State CurrentState
// UI is a UI of the game.
UI *ebitenui.UI
// CurrentWave is a number of the current wave.
CurrentWave int
// GameRule is a game rule of the game.
GameRule ingame.GameRule
// Time is a time of the game.
Time general.Frames
// PlayerMapState is a state of the player on the map.
PlayerMapState ingame.PlayerMapState
// Watcher is a watcher of the game.
Watcher *replay.Watcher
// PlayerState is a state of the player.
PlayerState *ingame.PlayerState
// contains filtered or unexported fields
}
GameState is a struct that represents the state of the game.
func New ¶
func New( level *config.Level, maps map[string]*config.Map, en map[string]*config.Enemy, tw map[string]*config.Tower, ps *ingame.PlayerState, w general.Widgets, ) *GameState
New creates a new entity of GameState.
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