Copyright | (c) 2016 Martin Buck |
---|---|
License | see LICENSE |
Safe Haskell | None |
Language | Haskell2010 |
Containing data definitions used within HGE2D
- data PhysicalObject = PhysicalObject {}
- data RigidBody = RigidBody {}
- data BoundingBox = BoundingBox {}
- data TilePosition = TilePosition {}
- data EngineState a = EngineState {
- click :: PosX -> PosY -> a -> a
- mUp :: PosX -> PosY -> a -> a
- hover :: PosX -> PosY -> a -> a
- drag :: PosX -> PosY -> a -> a
- kDown :: PosX -> PosY -> Char -> a -> a
- kUp :: PosX -> PosY -> Char -> a -> a
- resize :: (Width, Height) -> a -> a
- getSize :: a -> (Width, Height)
- moveTime :: Millisecond -> a -> a
- getTime :: a -> Millisecond
- setTime :: Millisecond -> a -> a
- getTitle :: a -> String
- toGlInstr :: a -> RenderInstruction
- data RenderInstruction
- = RenderNothing
- | RenderWithCamera GlPosX GlPosY GlScaleX GlScaleY RenderInstruction
- | RenderText String
- | RenderLineStrip GlShape GLfloat
- | RenderTriangle GlShape
- | RenderLineLoop GlShape GLfloat
- | RenderScale GlScaleX GlScaleY
- | RenderTranslate GlPosX GlPosY
- | RenderRotate Double
- | RenderColorize GlColorRGB
- | RenderColorizeAlpha GlColorRGBA
- | RenderPreserve RenderInstruction
- | RenderMany [RenderInstruction]
Documentation
data PhysicalObject Source #
A physical object with position, sizes, velocities, accelerations, mass, drag etc.
A rigidbody defined by position, size and velocity
data BoundingBox Source #
A bounding box defined by two positions in space
data EngineState a Source #
The enginestate which defines multiple callbacks required by the engine to interact with the gamestate
EngineState | |
|
data RenderInstruction Source #
The instructions used to render the game