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Index ¶
Constants ¶
This section is empty.
Variables ¶
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var ErrAnimationExists = errors.New("animation already exists in animator instance")
ErrAnimationExists is an error returned if an Animation already exists in the animator instance.
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var ErrAnimationNotFound = errors.New("animation was not found")
ErrAnimationNotFound is an error returned if an Animation called by string is not found in the animator instance.
Functions ¶
This section is empty.
Types ¶
type Animation ¶
type Animation struct {
// StartFrame is the frame's starting x and y location, width and height.
StartFrame image.Rectangle
// FrameCount the number of frames for a particular animation.
FrameCount int
// speed is the speed of the animation.
Speed int
// Direction is the Direction the spritesheet should be read.
// This should be either Horizontal or Vertical.
Direction Direction
// contains filtered or unexported fields
}
Animation defines a spritesheet's animation.
func (*Animation) Frame ¶ added in v0.2.0
Frame returns a rect repesenting the current frame of the animation.
func (*Animation) FrameHeight ¶
FrameHeight returns the height of the frame.
func (*Animation) FrameWidth ¶
FrameWidth returns the width of the frame.
type Animations ¶ added in v0.2.0
type Animations []*Animation
Animations repesents a collection of playable animations.
type Animator ¶
type Animator interface {
// Add will add an animation to the map of the animator instance.
//
// If an animation already exists in the map this function will
// return an ErrAnimationExists error.
Add(animationName string, animation *Animation) error
// Play will play the animation, iterating through each frame.
//
// This function should be called every frame in your update function.
//
// If the animation name passed is not found in the animator's map an
// ErrAnimationNotFound error is returned.
Play(animationName string) error
// Pause will stop an animation from playing until the next call to Resume.
Pause()
// Resume will start an animation until the next call to Pause.
//
// Note: you must still call the `Play()` method to iterate through the
// frames of an animation.
Resume()
// Animation returns the currently selected animation.
//
// If no animation has been set using the Play() method
// a zero valued Animation will be returned.
Animation() *Animation
// Paused returns true if the animator's current animation is paused, otherwise it returns false.
Paused() bool
}
Animator is an interface that acts as a handler for animations.
func NewAnimator ¶ added in v0.2.0
func NewAnimator() Animator
NewAnimator returns a new Animator interface.
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