func ItemGetEvent1() []es.State
汎用アイテム入手イベント
func RaidEvent1() []es.State
汎用戦闘イベント開始
type BattleState struct {
// contains filtered or unexported fields
}
func (st *BattleState) Draw(world w.World, screen *ebiten.Image)
func (st *BattleState) OnPause(world w.World)
func (st *BattleState) OnResume(world w.World)
func (st *BattleState) OnStart(world w.World)
func (st *BattleState) OnStop(world w.World)
func (st BattleState) String() string
func (st *BattleState) Update(world w.World) states.Transition
type CraftMenuState struct {
// contains filtered or unexported fields
}
func (st *CraftMenuState) Draw(world w.World, screen *ebiten.Image)
func (st *CraftMenuState) OnPause(world w.World)
func (st *CraftMenuState) OnResume(world w.World)
func (st *CraftMenuState) OnStart(world w.World)
func (st *CraftMenuState) OnStop(world w.World)
func (st CraftMenuState) String() string
func (st *CraftMenuState) Update(world w.World) states.Transition
type DebugMenuState struct {
// contains filtered or unexported fields
}
func (st *DebugMenuState) Draw(world w.World, screen *ebiten.Image)
func (st *DebugMenuState) OnPause(world w.World)
func (st *DebugMenuState) OnResume(world w.World)
func (st *DebugMenuState) OnStart(world w.World)
func (st *DebugMenuState) OnStop(world w.World)
func (st DebugMenuState) String() string
func (st *DebugMenuState) Update(world w.World) states.Transition
type DungeonMenuState struct {
// contains filtered or unexported fields
}
func (st *DungeonMenuState) Draw(world w.World, screen *ebiten.Image)
func (st *DungeonMenuState) OnPause(world w.World)
func (st *DungeonMenuState) OnResume(world w.World)
func (st *DungeonMenuState) OnStart(world w.World)
func (st *DungeonMenuState) OnStop(world w.World)
func (st DungeonMenuState) String() string
func (st *DungeonMenuState) Update(world w.World) states.Transition
type DungeonSelectState struct {
// contains filtered or unexported fields
}
func (st *DungeonSelectState) Draw(world w.World, screen *ebiten.Image)
func (st *DungeonSelectState) OnPause(world w.World)
func (st *DungeonSelectState) OnResume(world w.World)
func (st *DungeonSelectState) OnStart(world w.World)
func (st *DungeonSelectState) OnStop(world w.World)
func (st DungeonSelectState) String() string
func (st *DungeonSelectState) Update(world w.World) states.Transition
type DungeonState struct { Depth int }
func (st *DungeonState) Draw(world w.World, screen *ebiten.Image)
func (st *DungeonState) OnPause(world w.World)
func (st *DungeonState) OnResume(world w.World)
func (st *DungeonState) OnStart(world w.World)
func (st *DungeonState) OnStop(world w.World)
func (st DungeonState) String() string
func (st *DungeonState) Update(world w.World) states.Transition
type EquipMenuState struct {
// contains filtered or unexported fields
}
func (st *EquipMenuState) Draw(world w.World, screen *ebiten.Image)
func (st *EquipMenuState) OnPause(world w.World)
func (st *EquipMenuState) OnResume(world w.World)
func (st *EquipMenuState) OnStart(world w.World)
func (st *EquipMenuState) OnStop(world w.World)
func (st EquipMenuState) String() string
func (st *EquipMenuState) Update(world w.World) states.Transition
ステート管理に乗っかりつつ任意のコマンドを実行するためのダミーステート
type ExecState struct {
// contains filtered or unexported fields
}
func (st *ExecState) Draw(world w.World, screen *ebiten.Image)
func (st *ExecState) OnPause(world w.World)
func (st *ExecState) OnResume(world w.World)
func (st *ExecState) OnStart(world w.World)
state pushされたときはpush時にまとめてインスタンスを作成し、スタックトップに回ってきたときに使う。トップに回ってきたときに初期化しているわけではない。つまり、OnStartにf(world)を書くと複数stateをpushしたときに即実行されてしまう。そうではなく、スタックトップに来たときに実行してほしい。 ほかのstateではswitchを使っていることが多い。switchではstate stackを再作成して1つだけpushする。なので、stateインスタンス生成とスタックトップに来たときの時差がないため問題が起きない。
func (st *ExecState) OnStop(world w.World)
func (st ExecState) String() string
func (st *ExecState) Update(world w.World) states.Transition
type GameOverState struct {
// contains filtered or unexported fields
}
func (st *GameOverState) Draw(world w.World, screen *ebiten.Image)
func (st *GameOverState) OnPause(world w.World)
func (st *GameOverState) OnResume(world w.World)
func (st *GameOverState) OnStart(world w.World)
func (st *GameOverState) OnStop(world w.World)
func (st GameOverState) String() string
func (st *GameOverState) Update(world w.World) states.Transition
type HomeMenuState struct {
// contains filtered or unexported fields
}
func (st *HomeMenuState) Draw(world w.World, screen *ebiten.Image)
func (st *HomeMenuState) OnPause(world w.World)
func (st *HomeMenuState) OnResume(world w.World)
func (st *HomeMenuState) OnStart(world w.World)
func (st *HomeMenuState) OnStop(world w.World)
func (st HomeMenuState) String() string
func (st *HomeMenuState) Update(world w.World) states.Transition
type IntroState struct {
// contains filtered or unexported fields
}
func (st *IntroState) Draw(world w.World, screen *ebiten.Image)
func (st *IntroState) OnPause(world w.World)
func (st *IntroState) OnResume(world w.World)
func (st *IntroState) OnStart(world w.World)
func (st *IntroState) OnStop(world w.World)
func (st IntroState) String() string
func (st *IntroState) Update(world w.World) states.Transition
type InventoryMenuState struct {
// contains filtered or unexported fields
}
func (st *InventoryMenuState) Draw(world w.World, screen *ebiten.Image)
func (st *InventoryMenuState) OnPause(world w.World)
func (st *InventoryMenuState) OnResume(world w.World)
func (st *InventoryMenuState) OnStart(world w.World)
func (st *InventoryMenuState) OnStop(world w.World)
func (st InventoryMenuState) String() string
func (st *InventoryMenuState) Update(world w.World) states.Transition
type ItemCategoryType string
var ( // 道具 ItemCategoryTypeItem ItemCategoryType = "ITEM" // 手札 ItemCategoryTypeCard ItemCategoryType = "CARD" // 装備 ItemCategoryTypeWearable ItemCategoryType = "WEARABLE" // 素材 ItemCategoryTypeMaterial ItemCategoryType = "MATERIAL" )
type MainMenuState struct {
// contains filtered or unexported fields
}
func (st *MainMenuState) Draw(world w.World, screen *ebiten.Image)
func (st *MainMenuState) OnPause(world w.World)
func (st *MainMenuState) OnResume(world w.World)
func (st *MainMenuState) OnStart(world w.World)
func (st *MainMenuState) OnStop(world w.World)
func (st MainMenuState) String() string
func (st *MainMenuState) Update(world w.World) states.Transition
type MessageState struct {
// contains filtered or unexported fields
}
func (st *MessageState) Draw(world w.World, screen *ebiten.Image)
func (st *MessageState) OnPause(world w.World)
func (st *MessageState) OnResume(world w.World)
func (st *MessageState) OnStart(world w.World)
func (st *MessageState) OnStop(world w.World)
func (st MessageState) String() string
func (st *MessageState) Update(world w.World) states.Transition