[][src]Struct rust_action_heroes::assets::game_level::GameLevel

pub(crate) struct GameLevel {
    pub dimensions: (i16, i16),
    pub characters: CharacterPlacement,
    pub exit: (i16, i16),
    pub crates: Vec<(i16, i16)>,
    pub walls: Vec<(i16, i16)>,
    pub floors: Vec<(i16, i16)>,
    pub locks: Vec<(i16, i16)>,
    pub keys: Vec<(i16, i16)>,
    pub switches: Vec<(i16, i16)>,
    pub doors: Vec<(i16, i16)>,
}

Tracks all metadata about a level necessary to construct it when the level starts.

Fields

dimensions: (i16, i16)characters: CharacterPlacementexit: (i16, i16)crates: Vec<(i16, i16)>walls: Vec<(i16, i16)>floors: Vec<(i16, i16)>locks: Vec<(i16, i16)>keys: Vec<(i16, i16)>switches: Vec<(i16, i16)>doors: Vec<(i16, i16)>

Trait Implementations

impl Asset for GameLevel[src]

type Data = Self

The Data type the asset can be created from.

type HandleStorage = VecStorage<Handle<GameLevel>>

The ECS storage type to be used. You'll want to use DenseVecStorage in most cases.

impl Clone for GameLevel[src]

impl Debug for GameLevel[src]

impl Default for GameLevel[src]

impl<'de> Deserialize<'de> for GameLevel[src]

impl Eq for GameLevel[src]

impl Format<GameLevel> for LevelFormat[src]

impl PartialEq<GameLevel> for GameLevel[src]

impl Serialize for GameLevel[src]

impl StructuralEq for GameLevel[src]

impl StructuralPartialEq for GameLevel[src]

Auto Trait Implementations

impl RefUnwindSafe for GameLevel

impl Send for GameLevel

impl Sync for GameLevel

impl Unpin for GameLevel

impl UnwindSafe for GameLevel

Blanket Implementations

impl<S, D, Swp, Dwp, T> AdaptInto<D, Swp, Dwp, T> for S where
    D: AdaptFrom<S, Swp, Dwp, T>,
    Dwp: WhitePoint,
    Swp: WhitePoint,
    T: Component + Float
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impl<T> Any for T where
    T: 'static + ?Sized
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impl<T> Any for T where
    T: Any

impl<T> AnyEq for T where
    T: PartialEq<T> + Any

impl<T> Borrow<T> for T where
    T: ?Sized
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impl<T> BorrowMut<T> for T where
    T: ?Sized
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impl<T> Clone for T where
    T: Clone
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impl<T> Config for T where
    T: for<'a> Deserialize<'a> + Serialize

impl<T> DeserializeOwned for T where
    T: for<'de> Deserialize<'de>, 
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impl<T> Event for T where
    T: Send + Sync + 'static, 

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
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impl<T> ProcessableAsset for T where
    T: Asset<Data = T>, 

impl<T> Resource for T where
    T: Any + Send + Sync

impl<T> Same<T> for T

type Output = T

Should always be Self

impl<T> Serialize for T where
    T: Serialize + ?Sized
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impl<T> SetParameter for T

impl<SS, SP> SupersetOf<SS> for SP where
    SS: SubsetOf<SP>, 

impl<T> Supports<T> for T

impl<T> ToOwned for T where
    T: Clone
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type Owned = T

The resulting type after obtaining ownership.

impl<T> TryDefault for T where
    T: Default

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<V, T> VZip<V> for T where
    V: MultiLane<T>,