[−][src]Struct rust_action_heroes::state::level::GameLevelState
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
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Trait Implementations
impl SimpleState for GameLevelState
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fn on_start(&mut self, data: StateData<GameData>)
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fn on_stop(&mut self, data: StateData<GameData>)
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Cleanup entities
fn handle_event(
&mut self,
data: StateData<GameData>,
event: StateEvent
) -> SimpleTrans
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&mut self,
data: StateData<GameData>,
event: StateEvent
) -> SimpleTrans
fn on_pause(&mut self, _data: StateData<GameData>)
fn on_resume(&mut self, _data: StateData<GameData>)
fn fixed_update(
&mut self,
_data: StateData<GameData>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>
&mut self,
_data: StateData<GameData>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>
fn update(
&mut self,
_data: &mut StateData<GameData>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>
&mut self,
_data: &mut StateData<GameData>
) -> Trans<GameData<'static, 'static>, StateEvent<StringBindings>>
fn shadow_fixed_update(&mut self, _data: StateData<GameData>)
fn shadow_update(&mut self, _data: StateData<GameData>)
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,
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D: AdaptFrom<S, Swp, Dwp, T>,
Dwp: WhitePoint,
Swp: WhitePoint,
T: Component + Float,
fn adapt_into_using<M>(self, method: M) -> D where
M: TransformMatrix<Swp, Dwp, T>,
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M: TransformMatrix<Swp, Dwp, T>,
fn adapt_into(self) -> D
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impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Any for T where
T: Any,
T: Any,
fn get_type_id(&self) -> TypeId
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> Event for T where
T: Send + Sync + 'static,
T: Send + Sync + 'static,
impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> Resource for T where
T: Any + Send + Sync,
T: Any + Send + Sync,
impl<T> Same<T> for T
type Output = T
Should always be Self
impl<T> SetParameter for T
fn set<T>(&mut self, value: T) -> <T as Parameter<Self>>::Result where
T: Parameter<Self>,
T: Parameter<Self>,
impl<T> State<GameData<'static, 'static>, StateEvent<StringBindings>> for T where
T: SimpleState,
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>>
&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>>
&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>>
&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>,
SS: SubsetOf<SP>,
fn to_subset(&self) -> Option<SS>
fn is_in_subset(&self) -> bool
unsafe fn to_subset_unchecked(&self) -> SS
fn from_subset(element: &SS) -> SP
impl<T> Supports<T> for T
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
The type returned in the event of a conversion error.
fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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impl<V, T> VZip<V> for T where
V: MultiLane<T>,
V: MultiLane<T>,