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§
Source§impl 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>
pub fn update_with_speed( &mut self, ctx: &mut EventCtx<'_>, app: &SimpleApp<Session>, speed: Speed, ) -> Vec<BuildingID>
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>
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 Freeze for Player
impl RefUnwindSafe for Player
impl Send for Player
impl Sync for Player
impl Unpin for Player
impl UnwindSafe for Player
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
generate &Any
’s vtable from &Trait
’s.§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.