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§
Source§impl 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§
Source§impl State<SimpleApp<Session>> for Game
impl State<SimpleApp<Session>> for Game
Source§fn 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.
Source§fn 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 Freeze for Game
impl !RefUnwindSafe for Game
impl !Send for Game
impl !Sync for Game
impl Unpin for Game
impl !UnwindSafe for Game
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn 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 Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
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
.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.§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
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
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