ebiten_pokemon

package module
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Published: Aug 3, 2025 License: MIT Imports: 17 Imported by: 0

README

ebiten_pokemon

Documentation

Index

Constants

View Source
const (
	ANIM_DOWN = iota
	ANIM_LEFT
	ANIM_RIGHT
	ANIM_UP
)
View Source
const (
	UP orientation = iota
	DOWN
	LEFT
	RIGHT
)
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const (
	MOVE_UP inputv3.ActionID = iota
	MOVE_DOWN
	MOVE_LEFT
	MOVE_RIGHT
)
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const (
	MOVE_STATE fsm.StateID = iota
	IDLE_STATE
)
View Source
const (
	SCREEN_WIDTH         = 1280
	SCREEN_HEIGHT        = 720
	TILE_SIZE            = 64
	ANIMATION_SPEED      = 6
	BATTLE_OUTLINE_WIDTH = 4
)
View Source
const (
	WATER_LAYER int = iota
	BG_LAYER
	SHADOW_LAYER
	MAIN_LAYER
	TOP_LAYER
	BATTLE_OUTLINE_LAYER
	BATTLE_NAME_LAYER
	BATTLE_MONSTER_LAYER
	BATTLE_EFFECTS_LAYER
	BATTLE_OVERLAY_LAYER
	BATTLE_CHOICES_LAYER
	BATTLE_CHOICES_ICON_LAYER
	BATTLE_CHOICES_TEXT_LAYER
	BATTLE_CHOICES_CURSOR_LAYER
	BATTLE_CHOICES_CURSOR_ICON_LAYER
	BATTLE_CHOICES_CURSOR_TEXT_LAYER
)
View Source
const (
	PLAYER_SPEED = 250
)

Variables

View Source
var (
	Attacks_explosion             string = "explosion"
	Attacks_fire                  string = "fire"
	Attacks_green                 string = "green"
	Attacks_ice                   string = "ice"
	Attacks_scratch               string = "scratch"
	Attacks_splash                string = "splash"
	Backgrounds_forest            string = "forest"
	Backgrounds_ice               string = "ice"
	Backgrounds_sand              string = "sand"
	Characters_blond              string = "blond"
	Characters_fire_boss          string = "fire_boss"
	Characters_grass_boss         string = "grass_boss"
	Characters_hat_girl           string = "hat_girl"
	Characters_player             string = "player"
	Characters_purple_girl        string = "purple_girl"
	Characters_straw              string = "straw"
	Characters_water_boss         string = "water_boss"
	Characters_young_girl         string = "young_girl"
	Characters_young_guy          string = "young_guy"
	Cmd___debug_bin2272826165     string = "__debug_bin2272826165"
	Cmd_script                    string = "script"
	Fonts_PixeloidSans            string = "PixeloidSans"
	Fonts_dogicapixel             string = "dogicapixel"
	Fonts_dogicapixelbold         string = "dogicapixelbold"
	Icons_Atrox                   string = "Atrox"
	Icons_Charmadillo             string = "Charmadillo"
	Icons_Cindrill                string = "Cindrill"
	Icons_Cleaf                   string = "Cleaf"
	Icons_Draem                   string = "Draem"
	Icons_Finiette                string = "Finiette"
	Icons_Finsta                  string = "Finsta"
	Icons_Friolera                string = "Friolera"
	Icons_Gulfin                  string = "Gulfin"
	Icons_Ivieron                 string = "Ivieron"
	Icons_Jacana                  string = "Jacana"
	Icons_Larvea                  string = "Larvea"
	Icons_Pluma                   string = "Pluma"
	Icons_Plumette                string = "Plumette"
	Icons_Pouch                   string = "Pouch"
	Icons_Sparchu                 string = "Sparchu"
	Monsters_Atrox                string = "Atrox"
	Monsters_Charmadillo          string = "Charmadillo"
	Monsters_Cindrill             string = "Cindrill"
	Monsters_Cleaf                string = "Cleaf"
	Monsters_Draem                string = "Draem"
	Monsters_Finiette             string = "Finiette"
	Monsters_Finsta               string = "Finsta"
	Monsters_Friolera             string = "Friolera"
	Monsters_Gulfin               string = "Gulfin"
	Monsters_Ivieron              string = "Ivieron"
	Monsters_Jacana               string = "Jacana"
	Monsters_Larvea               string = "Larvea"
	Monsters_Pluma                string = "Pluma"
	Monsters_Plumette             string = "Plumette"
	Monsters_Pouch                string = "Pouch"
	Monsters_Sparchu              string = "Sparchu"
	Objects_arean_fire            string = "arean_fire"
	Objects_arena_plant           string = "arena_plant"
	Objects_arena_water           string = "arena_water"
	Objects_gate_pillar           string = "gate_pillar"
	Objects_gate_top              string = "gate_top"
	Objects_grass                 string = "grass"
	Objects_grass_ice             string = "grass_ice"
	Objects_grassrock1            string = "grassrock1"
	Objects_grassrock2            string = "grassrock2"
	Objects_green_tree            string = "green_tree"
	Objects_green_tree_bushy      string = "green_tree_bushy"
	Objects_green_tree_small      string = "green_tree_small"
	Objects_hospital              string = "hospital"
	Objects_house_large           string = "house_large"
	Objects_house_large_alt       string = "house_large_alt"
	Objects_house_small           string = "house_small"
	Objects_house_small_alt       string = "house_small_alt"
	Objects_ice_tree              string = "ice_tree"
	Objects_icerock1              string = "icerock1"
	Objects_icerock2              string = "icerock2"
	Objects_palm                  string = "palm"
	Objects_palm_alt              string = "palm_alt"
	Objects_palm_small            string = "palm_small"
	Objects_ruin_gate             string = "ruin_gate"
	Objects_ruin_pillar           string = "ruin_pillar"
	Objects_ruin_pillar_broke     string = "ruin_pillar_broke"
	Objects_ruin_pillar_broke_alt string = "ruin_pillar_broke_alt"
	Objects_sand                  string = "sand"
	Objects_sandrock1             string = "sandrock1"
	Objects_sandrock2             string = "sandrock2"
	Objects_teal_tree             string = "teal_tree"
	Objects_teal_tree_bushy       string = "teal_tree_bushy"
	Objects_teal_tree_small       string = "teal_tree_small"
	Other_shadow                  string = "shadow"
	Other_star_animation          string = "star_animation"
	Other_star_animation1         string = "star_animation1"
	Other_star_animation2         string = "star_animation2"
	Other_star_animation3         string = "star_animation3"
	Other_star_animation4         string = "star_animation4"
	Other_star_animation5         string = "star_animation5"
	Other_star_animation6         string = "star_animation6"
	Other_star_animation7         string = "star_animation7"
	Other_star_animation8         string = "star_animation8"
	Other_star_animation9         string = "star_animation9"
	Other_star_animation10        string = "star_animation10"
	Other_star_animation11        string = "star_animation11"
	Other_star_animation12        string = "star_animation12"
	Other_star_animation13        string = "star_animation13"
	Other_star_animation14        string = "star_animation14"
	Other_star_animation15        string = "star_animation15"
	Other_star_animation16        string = "star_animation16"
	Other_star_animation17        string = "star_animation17"
	Other_star_animation18        string = "star_animation18"
	Other_star_animation19        string = "star_animation19"
	Other_star_animation20        string = "star_animation20"
	Other_star_animation21        string = "star_animation21"
	Other_star_animation22        string = "star_animation22"
	Other_star_animation23        string = "star_animation23"
	Other_star_animation24        string = "star_animation24"
	Other_star_animation25        string = "star_animation25"
	Other_star_animation26        string = "star_animation26"
	Other_star_animation27        string = "star_animation27"
	Tilesets_coast                string = "coast"
	Tilesets_indoor               string = "indoor"
	Tilesets_water0               string = "water0"
	Tilesets_water1               string = "water1"
	Tilesets_water2               string = "water2"
	Tilesets_water3               string = "water3"
	Tilesets_world                string = "world"
	Ui_arrows                     string = "arrows"
	Ui_arrows_highlight           string = "arrows_highlight"
	Ui_attack                     string = "attack"
	Ui_cross                      string = "cross"
	Ui_defense                    string = "defense"
	Ui_energy                     string = "energy"
	Ui_hand                       string = "hand"
	Ui_hand_highlight             string = "hand_highlight"
	Ui_health                     string = "health"
	Ui_notice                     string = "notice"
	Ui_recovery                   string = "recovery"
	Ui_shield                     string = "shield"
	Ui_shield_highlight           string = "shield_highlight"
	Ui_speed                      string = "speed"
	Ui_star                       string = "star"
	Ui_sword                      string = "sword"
	Ui_sword_highlight            string = "sword_highlight"
)
View Source
var (
	WHITE_COLOR      = color.RGBA{0xf4, 0xfe, 0xfa, 0xff}
	PURE_WHITE_COLOR = color.RGBA{0xff, 0xff, 0xff, 0xff}
	DARK_COLOR       = color.RGBA{0x2b, 0x29, 0x2c, 0xff}
	LIGHT_COLOR      = color.RGBA{0xc8, 0xc8, 0xc8, 0xff}
	GRAY_COLOR       = color.RGBA{0x3a, 0x37, 0x3b, 0xff}
	GOLD_COLOR       = color.RGBA{0xff, 0xd7, 0x00, 0xff}
	LIGHT_GRAY_COLOR = color.RGBA{0x4b, 0x48, 0x4d, 0xff}
	FIRE_COLOR       = color.RGBA{0xf8, 0xa0, 0x60, 0xff}
	WATER_COLOR      = color.RGBA{0x50, 0xb0, 0xd8, 0xff}
	PLANT_COLOR      = color.RGBA{0x64, 0xa9, 0x90, 0xff}
	BLACK_COLOR      = color.RGBA{0x00, 0x00, 0x00, 0xff}
	RED_COLOR        = color.RGBA{0xf0, 0x31, 0x31, 0xff}
	BLUE_COLOR       = color.RGBA{0x66, 0xd7, 0xee, 0xff}
	NORMAL_COLOR     = color.RGBA{0xff, 0xff, 0xff, 0xff}
	DARK_WHITE_COLOR = color.RGBA{0xf0, 0xf0, 0xf0, 0xff}
)

COLORS

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var (
	BATTLE_LEFT_POSITION map[string]math2D.Vector2D = map[string]math2D.Vector2D{
		"top":    math2D.NewVector2D(360, 260),
		"center": math2D.NewVector2D(190, 400),
		"bottom": math2D.NewVector2D(410, 520),
	}

	BATTLE_RIGHT_POSITION map[string]math2D.Vector2D = map[string]math2D.Vector2D{
		"top":    math2D.NewVector2D(900, 260),
		"center": math2D.NewVector2D(1110, 390),
		"bottom": math2D.NewVector2D(900, 550),
	}
)

BATTLE_POSITIONS

Functions

func LoadAllCharacterAnimations

func LoadAllCharacterAnimations()

func LoadAssets

func LoadAssets()

func LoadCharacterAnimation

func LoadCharacterAnimation(spriteSheet *ebiten.Image) map[int]*ebiten_extended.AnimationSet

func LoadImages

func LoadImages()

func LoadTileMap

func LoadTileMap()

func LoadTileMaps

func LoadTileMaps() map[string]*tiled.Map

func LoadWaterAnimationSets

func LoadWaterAnimationSets() *ebiten_extended.AnimationSet

func NewPlayerIdleTransitions

func NewPlayerIdleTransitions(p *Player) []fsm.Transition

func NewPlayerMoveTransitions

func NewPlayerMoveTransitions(p *Player) []fsm.Transition

func NewPlayerStateMachine

func NewPlayerStateMachine(player *Player) *fsm.StateMachine

Types

type AbilityID

type AbilityID int

type BattleState

type BattleState struct {
	ebiten_extended.Node
	// contains filtered or unexported fields
}

func (*BattleState) CreateMonster

func (bs *BattleState) CreateMonster(monster *MonsterData, index int, posIndex int, entity string)

func (*BattleState) Enter

func (bs *BattleState) Enter()

func (*BattleState) Exit

func (bs *BattleState) Exit()

func (*BattleState) Input

func (bs *BattleState) Input()

func (*BattleState) Update

func (bs *BattleState) Update()

type Character

type Character struct {
	Entity
}

type Entity

type Entity struct {
	ebiten_extended.Node2D
	// contains filtered or unexported fields
}

type EntityState

type EntityState int
const (
	Idle EntityState = iota
	MovingUp
	MovingDown
	MovingLeft
	MovingRight
)

type Game

type Game struct {
}

func NewGame

func NewGame(debugFlag bool) *Game

func (*Game) CreateDialog

func (g *Game) CreateDialog(character *Character)

func (*Game) Draw

func (g *Game) Draw(screen *ebiten.Image)

func (*Game) EndDialog

func (g *Game) EndDialog(character *Character)

func (*Game) Init

func (g *Game) Init() error

func (*Game) Layout

func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int)

func (*Game) LoadSprites

func (g *Game) LoadSprites()

func (*Game) Update

func (g *Game) Update() error

type Monster

type Monster struct {
	ebiten_extended.Node2D
}

func NewMonster

func NewMonster() *Monster

type MonsterData

type MonsterData struct {
	Name       string
	Level      int
	Paused     bool
	Element    string
	BaseStats  map[StatID]int
	Health     int
	Energy     int
	Initiative int
	Abilities  map[AbilityID]int
	Defending  bool
	XP         int
	LevelUp    int
	Evolution  string
}

func (*MonsterData) GetAbilities

func (md *MonsterData) GetAbilities(all bool) []string

func (*MonsterData) GetInfo

func (md *MonsterData) GetInfo() (int, int, int)

func (*MonsterData) GetStat

func (md *MonsterData) GetStat(stat StatID) int

func (*MonsterData) GetStats

func (md *MonsterData) GetStats() map[StatID]int

func (*MonsterData) ReduceEnergy

func (md *MonsterData) ReduceEnergy(attack string)

type MovementComponent

type MovementComponent struct {
	ebiten_extended.Node
	// contains filtered or unexported fields
}

func NewMovementComponent

func NewMovementComponent(owner *ebiten_extended.Node2D, speed int) *MovementComponent

func (*MovementComponent) Block

func (m *MovementComponent) Block()

func (*MovementComponent) ChangeDirection

func (m *MovementComponent) ChangeDirection(target_pos math2D.Vector2D)

func (*MovementComponent) GetDirection

func (m *MovementComponent) GetDirection() math2D.Vector2D

func (*MovementComponent) GetOrientation

func (m *MovementComponent) GetOrientation() orientation

func (*MovementComponent) GetSpeed

func (m *MovementComponent) GetSpeed() int

func (*MovementComponent) IsBlocked

func (m *MovementComponent) IsBlocked() bool

func (*MovementComponent) SetDirection

func (m *MovementComponent) SetDirection(direction math2D.Vector2D)

func (*MovementComponent) SetOrientation

func (m *MovementComponent) SetOrientation(orientation orientation)

func (*MovementComponent) SetSpeed

func (m *MovementComponent) SetSpeed(speed int)

func (*MovementComponent) Unblock

func (m *MovementComponent) Unblock()

func (*MovementComponent) Update

func (m *MovementComponent) Update()

type Player

type Player struct {
	ebiten_extended.Node2D
	// contains filtered or unexported fields
}

func NewPlayer

func NewPlayer() *Player

func (*Player) OnCollision

func (p *Player) OnCollision(axis string)

type PlayerIdleState

type PlayerIdleState struct {
	// contains filtered or unexported fields
}

func NewPlayerIdleState

func NewPlayerIdleState(player *Player) *PlayerIdleState

func (*PlayerIdleState) Enter

func (s *PlayerIdleState) Enter()

func (*PlayerIdleState) Exit

func (s *PlayerIdleState) Exit()

func (*PlayerIdleState) Update

func (s *PlayerIdleState) Update()

type PlayerMoveState

type PlayerMoveState struct {
	// contains filtered or unexported fields
}

func NewPlayerMoveState

func NewPlayerMoveState(player *Player) *PlayerMoveState

func (*PlayerMoveState) Enter

func (s *PlayerMoveState) Enter()

func (*PlayerMoveState) Exit

func (s *PlayerMoveState) Exit()

func (*PlayerMoveState) Update

func (s *PlayerMoveState) Update()

type StatID

type StatID int
const (
	Max_Health StatID = iota
	Max_Energy
	Attack
	Defense
	Speed
	Recovery
)

type TileLayer

type TileLayer struct {
	Result *image.NRGBA
	// contains filtered or unexported fields
}

type TileMap

type TileMap struct {
	ebiten_extended.Node2D

	Result     *image.NRGBA
	Width      int
	Height     int
	TileWidth  int
	TileHeight int
	// contains filtered or unexported fields
}

func NewTileMap

func NewTileMap(tiledMap *tiled.Map) *TileMap

func (*TileMap) Clear

func (t *TileMap) Clear()

Clear clears the render result to allow for separation of layers. For example, you can render a layer, make a copy of the render, clear the renderer, and repeat for each layer in the Map.

func (*TileMap) GetLayerByName

func (t *TileMap) GetLayerByName(name string) (*tiled.Layer, error)

func (*TileMap) RenderLayer

func (t *TileMap) RenderLayer(id int) error

func (*TileMap) RenderVisibleLayers

func (t *TileMap) RenderVisibleLayers() error

type TileMapImporter

type TileMapImporter struct {
}

type World

type World struct {
	// contains filtered or unexported fields
}

func NewWorld

func NewWorld() *World

Directories

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