Versions in this module Expand all Collapse all v0 v0.0.1 Jul 11, 2025 Changes in this version + const Air + const All + const Bedrock + const Block + const Bread + const Bucket + const Coal + const CoalOre + const CraftingTable + const Diamond + const DiamondAxe + const DiamondOre + const DiamondPickaxe + const DiamondShovel + const Dirt + const DropItem + const Food + const Furnace + const GoldIngot + const GoldOre + const GrassBlock + const GrassBlockSnow + const Harvestable + const IronAxe + const IronIngot + const IronOre + const IronPickaxe + const IronShovel + const Item + const MaterialDiamond + const MaterialGold + const MaterialIron + const MaterialStone + const MaterialWooden + const NonSolidBlock + const None + const OakLeaves + const OakLog + const OakPlanks + const OakSapling + const Obsidian + const OreBlock + const Random + const RawGold + const RawIron + const RawOre + const Sand + const SmoothStone + const Snow + const Snowball + const Stick + const Stone + const StoneAxe + const StoneBricks + const StonePickaxe + const StoneShovel + const Tnt + const Tool + const ToolAxe + const ToolBucket + const ToolHand + const ToolPickaxe + const ToolShovel + const Torch + const UnbreakableBlock + const WaterBucket + const Weapon + const WoodenAxe + const WoodenPickaxe + const WoodenShovel + var Blocks []uint8 + var ColorMap = map[uint8]color.RGBA + var CraftingRecipes map[uint8]Recipe + var FurnaceRecipes map[uint8]Recipe + var Property = map[uint8]ItemProperty + func DisplayName(id uint8) string + func GetDefaultDurability(id uint8) int + func HasTag(id uint8, tag tag) bool + func IsBestTool(blockID, toolID uint8) bool + func IsStackable(id uint8) bool + func RandomBlock() uint8 + func RandomItem() uint8 + type CraftTable struct + Pos image.Point + ResultSlot Slot + Slots [][]Slot + func NewCraftTable() *CraftTable + func (c *CraftTable) CheckRecipe(recipes map[uint8]Recipe) (uint8, uint8) + func (c *CraftTable) ClearCurrenSlot() + func (c *CraftTable) ClearTable() + func (c *CraftTable) CurrentSlot() *Slot + func (c *CraftTable) Equal(recipeA, recipeB Recipe) bool + func (c *CraftTable) RemoveItem(x, y int) + func (c *CraftTable) UpdateResultSlot(recipes map[uint8]Recipe) uint8 + type Inventory struct + CurrentSlotIndex int + QuickSlot1 int + QuickSlot2 int + Slots []Slot + func NewInventory(size int) *Inventory + func (i *Inventory) AddItemIfEmpty(id uint8, dura int) bool + func (i *Inventory) ClearCurrentSlot() + func (i *Inventory) ClearSlot(index int) + func (i *Inventory) CurrentSlot() *Slot + func (i *Inventory) CurrentSlotID() uint8 + func (i *Inventory) CurrentSlotQuantity() uint8 + func (i *Inventory) HasEmptySlot() (index int, ok bool) + func (i *Inventory) HasItem(id uint8) (index int, ok bool) + func (i *Inventory) HasItemStackSpace(id uint8) (index int, ok bool) + func (i *Inventory) IsCurrentSlotEmpty() bool + func (i *Inventory) RandomFillAllSlots() + func (i *Inventory) RemoveItem(id uint8) bool + func (i *Inventory) RemoveItemFromSelectedSlot() (uint8, int) + func (i *Inventory) Reset() + func (i *Inventory) ResetUnusedSlots() + func (i *Inventory) SelectNextSlot() + func (i *Inventory) SelectPrevSlot() + func (i *Inventory) SetSize(n int) + func (i *Inventory) SetSlot(slotIndex int, id uint8, quantity uint8, dur int) + type ItemProperty struct + BestToolTag tag + DisplayName string + DropID uint8 + MaxStackSize uint8 + Tags tag + type Recipe [][]Slot + type Slot struct + Durability int + ID uint8 + Quantity uint8