pub struct Game {
status_panel: Panel,
time_panel: Panel,
pause_panel: Panel,
minimap: Minimap<SimpleApp<Session>, MinimapController>,
animator: Animator,
snow: SnowEffect,
state: GameState,
player: Player,
}
Fields
status_panel: Panel
time_panel: Panel
pause_panel: Panel
minimap: Minimap<SimpleApp<Session>, MinimapController>
animator: Animator
snow: SnowEffect
state: GameState
player: Player
Implementations
sourceimpl Game
impl Game
pub fn new_state(
ctx: &mut EventCtx<'_>,
app: &mut SimpleApp<Session>,
level: Level,
vehicle: Vehicle,
upzones: HashSet<BuildingID>
) -> Box<dyn State<SimpleApp<Session>>>
fn update_time_panel(
&mut self,
ctx: &mut EventCtx<'_>,
app: &SimpleApp<Session>
)
fn update_status_panel(
&mut self,
ctx: &mut EventCtx<'_>,
app: &SimpleApp<Session>
)
fn update_boost_panel(
&mut self,
ctx: &mut EventCtx<'_>,
app: &SimpleApp<Session>
)
fn update(
&mut self,
ctx: &mut EventCtx<'_>,
app: &mut SimpleApp<Session>,
dt: Duration
)
Trait Implementations
sourceimpl State<SimpleApp<Session>> for Game
impl State<SimpleApp<Session>> for Game
sourcefn event(
&mut self,
ctx: &mut EventCtx<'_>,
app: &mut SimpleApp<Session>
) -> Transition<SimpleApp<Session>>
fn event(
&mut self,
ctx: &mut EventCtx<'_>,
app: &mut SimpleApp<Session>
) -> Transition<SimpleApp<Session>>
Respond to a UI event, such as input or time passing.
sourcefn on_destroy(&mut self, _: &mut EventCtx<'_>, app: &mut SimpleApp<Session>)
fn on_destroy(&mut self, _: &mut EventCtx<'_>, app: &mut SimpleApp<Session>)
Before this state is popped or replaced, call this.
fn draw_baselayer(&self) -> DrawBaselayer
fn draw_baselayer(&self) -> DrawBaselayer
Specifies what to draw before draw()
Auto Trait Implementations
impl !RefUnwindSafe for Game
impl !Send for Game
impl !Sync for Game
impl Unpin for Game
impl !UnwindSafe for Game
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
impl<T> Downcast for T where
T: Any,
impl<T> Downcast for T where
T: Any,
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
Convert Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
. Read more
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
Convert Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
. Read more
fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert &Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s. Read more
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert &mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s. Read more
sourceimpl<T> Instrument for T
impl<T> Instrument for T
sourcefn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
Instruments this type with the provided Span
, returning an
Instrumented
wrapper. Read more
sourcefn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
impl<T> Same<T> for T
impl<T> Same<T> for T
type Output = T
type Output = T
Should always be Self