Struct santa::game::Game [−][src]
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
impl Game
[src]
impl Game
[src]pub fn new_state(
ctx: &mut EventCtx<'_>,
app: &mut SimpleApp<Session>,
level: Level,
vehicle: Vehicle,
upzones: HashSet<BuildingID>
) -> Box<dyn State<SimpleApp<Session>>>
[src]
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>
)
[src]
&mut self,
ctx: &mut EventCtx<'_>,
app: &SimpleApp<Session>
)
fn update_status_panel(
&mut self,
ctx: &mut EventCtx<'_>,
app: &SimpleApp<Session>
)
[src]
&mut self,
ctx: &mut EventCtx<'_>,
app: &SimpleApp<Session>
)
fn update_boost_panel(
&mut self,
ctx: &mut EventCtx<'_>,
app: &SimpleApp<Session>
)
[src]
&mut self,
ctx: &mut EventCtx<'_>,
app: &SimpleApp<Session>
)
fn update(
&mut self,
ctx: &mut EventCtx<'_>,
app: &mut SimpleApp<Session>,
dt: Duration
)
[src]
&mut self,
ctx: &mut EventCtx<'_>,
app: &mut SimpleApp<Session>,
dt: Duration
)
Trait Implementations
impl State<SimpleApp<Session>> for Game
[src]
impl State<SimpleApp<Session>> for Game
[src]fn event(
&mut self,
ctx: &mut EventCtx<'_>,
app: &mut SimpleApp<Session>
) -> Transition<SimpleApp<Session>>
[src]
&mut self,
ctx: &mut EventCtx<'_>,
app: &mut SimpleApp<Session>
) -> Transition<SimpleApp<Session>>
fn draw(&self, g: &mut GfxCtx<'_>, app: &SimpleApp<Session>)
[src]
fn on_destroy(&mut self, _: &mut EventCtx<'_>, app: &mut SimpleApp<Session>)
[src]
pub fn draw_baselayer(&self) -> DrawBaselayer
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
impl<T> Downcast for T where
T: Any,
impl<T> Downcast for T where
T: Any,
impl<T> Instrument for T
[src]
impl<T> Instrument for T
[src]pub fn instrument(self, span: Span) -> Instrumented<Self>
[src]
pub fn in_current_span(self) -> Instrumented<Self>
[src]
impl<T> Same<T> for T
impl<T> Same<T> for T
type Output = T
Should always be Self
impl<V, T> VZip<V> for T where
V: MultiLane<T>,
impl<V, T> VZip<V> for T where
V: MultiLane<T>,