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¶
Index ¶
Constants ¶
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const ( GAME_TITLE = "Go Dino!" WINDOW_WIDTH = 800 WINDOW_HEIGHT = 600 PLATFORM_MIN_SPEED = 10 PLATFORM_MAX_SPEED = 15 SPEED_INCREASE_INTERVAL = 1000 CACTUS_START_X = 900 CACTUS_MIN_DIST = 450 CACTUS_MAX_DIST = 650 )
Variables ¶
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var ( EntityGround *Ground EntityDino *Dino EntityCactus *Cactus )
Functions ¶
func LoadEntities ¶
func LoadEntities() error
Types ¶
type Cactus ¶
type Dino ¶
type Dino struct {
X int
Y int
InitialHeight int
Counter int
Tick int
JumpSpeed int
JumpHeight int
JumpMaxHeight int
JumpDirection int
State DinoState
SpriteRun0 *ebiten.Image
SpriteCurrent *ebiten.Image
SpriteRun1 *ebiten.Image
SpriteLose *ebiten.Image
SpriteStationary *ebiten.Image
Options *ebiten.DrawImageOptions
}
type Game ¶
type Game struct {
Score int
HighScore int
State GameState
// contains filtered or unexported fields
}
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