[][src]Struct rust_action_heroes::state::level::GameLevelState

pub(crate) struct GameLevelState {
    player_entities: Vec<Entity>,
    level_handle: Handle<GameLevel>,
    npc_entities: Vec<Entity>,
    ui_handle: Option<Entity>,
    sprite_sheet_handle: Handle<SpriteSheet>,
}

GameLevelState tracks all of the entities in the current level.

This includes playable entities, non-player entities, and UI elements.

When the level completes we fully the level's entities.

Fields

player_entities: Vec<Entity>level_handle: Handle<GameLevel>npc_entities: Vec<Entity>ui_handle: Option<Entity>sprite_sheet_handle: Handle<SpriteSheet>

Implementations

impl GameLevelState[src]

pub fn new(
    level_handle: Handle<GameLevel>,
    sprite_sheet_handle: Handle<SpriteSheet>
) -> Self
[src]

Trait Implementations

impl SimpleState for GameLevelState[src]

fn on_stop(&mut self, data: StateData<GameData>)[src]

Cleanup entities

Auto Trait Implementations

impl RefUnwindSafe for GameLevelState

impl Send for GameLevelState

impl Sync for GameLevelState

impl Unpin for GameLevelState

impl UnwindSafe for GameLevelState

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
[src]

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Any for T where
    T: Any

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

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>, 
[src]

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> SetParameter for T

impl<T> State<GameData<'static, 'static>, StateEvent<StringBindings>> for T where
    T: SimpleState, 

fn on_start(&mut self, data: StateData<GameData>)

Executed when the game state begins.

fn on_stop(&mut self, data: StateData<GameData>)

Executed when the game state exits.

fn on_pause(&mut self, data: StateData<GameData>)

Executed when a different game state is pushed onto the stack.

fn on_resume(&mut self, data: StateData<GameData>)

Executed when the application returns to this game state once again.

fn handle_event(
    &mut self,
    data: StateData<GameData>,
    event: StateEvent<StringBindings>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>

Executed on every frame before updating, for use in reacting to events.

fn fixed_update(
    &mut self,
    data: StateData<GameData>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>

Executed repeatedly at stable, predictable intervals (1/60th of a second by default).

fn update(
    &mut self,
    data: StateData<GameData>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>

Executed on every frame immediately, as fast as the engine will allow (taking into account the frame rate limit).

fn shadow_fixed_update(&mut self, data: StateData<GameData>)

Executed repeatedly at stable, predictable intervals (1/60th of a second by default), even when this is not the active state, as long as this state is on the StateMachine's state-stack.

fn shadow_update(&mut self, data: StateData<GameData>)

Executed on every frame immediately, as fast as the engine will allow (taking into account the frame rate limit), even when this is not the active state, as long as this state is on the StateMachine's state-stack.

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

impl<T> Supports<T> for T

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

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>,