pub struct Player {
pos: Pt2D,
facing: Angle,
on: On,
bldgs_along_road: BuildingsAlongRoad,
controls: InstantController,
}
Fields
pos: Pt2D
facing: Angle
on: On
bldgs_along_road: BuildingsAlongRoad
controls: InstantController
Implementations
sourceimpl Player
impl Player
pub fn new(
ctx: &mut EventCtx<'_>,
app: &SimpleApp<Session>,
start: IntersectionID
) -> Player
sourcepub fn update_with_speed(
&mut self,
ctx: &mut EventCtx<'_>,
app: &SimpleApp<Session>,
speed: Speed
) -> Vec<BuildingID>ⓘNotable traits for Vec<u8, A>impl<A> Write for Vec<u8, A> where
A: Allocator,
pub fn update_with_speed(
&mut self,
ctx: &mut EventCtx<'_>,
app: &SimpleApp<Session>,
speed: Speed
) -> Vec<BuildingID>ⓘNotable traits for Vec<u8, A>impl<A> Write for Vec<u8, A> where
A: Allocator,
A: Allocator,
Returns any buildings we passed
fn pos_to_on(&self, app: &SimpleApp<Session>, pos: Pt2D) -> Option<On>
fn apply_displacement(
&mut self,
ctx: &mut EventCtx<'_>,
app: &SimpleApp<Session>,
dx: f64,
dy: f64,
recurse: bool
) -> Vec<BuildingID>ⓘNotable traits for Vec<u8, A>impl<A> Write for Vec<u8, A> where
A: Allocator,
A: Allocator,
pub fn get_pos(&self) -> Pt2D
pub fn get_angle(&self) -> Angle
sourcepub fn on_good_road(&self, app: &SimpleApp<Session>) -> bool
pub fn on_good_road(&self, app: &SimpleApp<Session>) -> bool
Is the player currently on a road with a bus or bike lane?
sourcepub fn override_pos(&mut self, pos: Pt2D)
pub fn override_pos(&mut self, pos: Pt2D)
For the game over animation
Auto Trait Implementations
impl RefUnwindSafe for Player
impl Send for Player
impl Sync for Player
impl Unpin for Player
impl UnwindSafe for Player
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