[−][src]Struct rust_action_heroes::state::menu::MenuState
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>
sprite_sheet_handle: Handle<SpriteSheet>
Implementations
impl MenuState
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pub(crate) fn new(sprite_sheet_handle: Handle<SpriteSheet>) -> Self
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fn start_current_level(&mut self, world: &World) -> SimpleTrans
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Trait Implementations
impl SimpleState for MenuState
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fn on_start(&mut self, data: StateData<GameData>)
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fn update(&mut self, state_data: &mut StateData<GameData>) -> SimpleTrans
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fn on_pause(&mut self, data: StateData<GameData>)
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fn on_resume(&mut self, data: StateData<GameData>)
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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_stop(&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 shadow_fixed_update(&mut self, _data: StateData<GameData>)
fn shadow_update(&mut self, _data: StateData<GameData>)
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,
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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>,