[][src]Struct rust_action_heroes::state::menu::MenuState

pub(crate) struct MenuState {
    ui_handle: Option<Entity>,
    start_button: Option<Entity>,
    sprite_sheet_handle: Handle<SpriteSheet>,
}

Super utilitarian just like I like it

It's pretty bare bones, but this project was more about game mechanics and not about UI stuff.

Very simple UI menu with a start button and some basic instructions.

Fields

ui_handle: Option<Entity>start_button: Option<Entity>sprite_sheet_handle: Handle<SpriteSheet>

Implementations

impl MenuState[src]

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

fn start_current_level(&mut self, world: &World) -> SimpleTrans[src]

Trait Implementations

impl SimpleState for MenuState[src]

Auto Trait Implementations

impl RefUnwindSafe for MenuState

impl Send for MenuState

impl Sync for MenuState

impl Unpin for MenuState

impl UnwindSafe for MenuState

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>,