[][src]Struct rust_action_heroes::state::loading::LoadingState

pub(crate) struct LoadingState {
    sprite_sheet_progress: ProgressCounter,
    sprite_sheet_handle: Option<Handle<SpriteSheet>>,
}

Handles loading level files and the sprite sheet.

It could also handle loading audio, but it doesn't.

on_start method starts loading items, update transitions to menu state once all(ish) assets are loaded.

Fields

sprite_sheet_progress: ProgressCountersprite_sheet_handle: Option<Handle<SpriteSheet>>

Implementations

impl LoadingState[src]

fn load_level(
    &self,
    loader: &Loader,
    storage: &AssetStorage<GameLevel>,
    path: PathBuf
) -> Option<(Handle<GameLevel>, ProgressCounter)>
[src]

Loads a specific level; returns the handle and progress.

fn load_levels(
    &self,
    loader: &Loader,
    storage: &AssetStorage<GameLevel>,
    dir_list: Vec<PathBuf>
) -> (Vec<Handle<GameLevel>>, Vec<ProgressCounter>)
[src]

Given a list of file paths, loads files and their progresses.

fn find_levels(&self, dir_list: ReadDir) -> Vec<PathBuf>[src]

Finds all the levels we have in assets/levels/*.level

fn load_sprite_sheet(
    &self,
    world: &mut World
) -> (Handle<SpriteSheet>, ProgressCounter)
[src]

Load the sprite sheet so we can pass the handle around.

Trait Implementations

impl Default for LoadingState[src]

impl SimpleState for LoadingState[src]

Auto Trait Implementations

impl !RefUnwindSafe for LoadingState

impl Send for LoadingState

impl Sync for LoadingState

impl Unpin for LoadingState

impl !UnwindSafe for LoadingState

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> TryDefault for T where
    T: Default

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>,