[][src]Crate amethyst_extra

Structs

AssetLoader

Loads asset from the so-called asset packs It caches assets which you can manually load or unload on demand.

AssetLoaderInternal
AutoSaveSystem

System used to automatically save a Resource T to a file. On load, it will attempt to load it from the file and if it fails, it will use T::default().

BhopMovement3D

The settings controlling how the entity controlled by the BhopMovementSystem will behave. This is a component that you should add on the entity.

BhopMovementSystem

The system that manages the first person movements (with added projection acceleration capabilities). Generic parameters are the parameters for the InputHandler.

DestroyAtTime
DestroyInTime
DiscordRichPresence

Discord Rich Presence wrapper around discord_rpc_client Currently errors are not exposed by the library, so I use the log crate to display errors and only return Result<T, ()> from the methods.

FPSRotationRhusicsSystem

The system that manages the view rotation. Controlled by the mouse.

FollowMouse
FollowMouseSystem
FpsMovement
FpsMovementSystemSimple

The system that manages the fly movement. Generic parameters are the parameters for the InputHandler.

GroundCheckerSystem

T: ObjectType for collider checks

GroundFriction3D

Component you add to your entities to apply a ground friction. What the friction field does is dependent on the choosen FrictionMode.

GroundFrictionSystem

Applies friction (slows the velocity down) according to the GroundFriction3D component of your entity. Your entity also needs to have a Grounded component (and the GroundCheckerSystem added to your dispatcher) to detect the ground. It also needs to have a NextFrame<Velocity3> component. This is added automatically by rhusics when creating a dynamic physical entity.

Grounded
Jump
JumpSystem
LootTree

A loot tree based on the lower partial function construct. Each loot tree node has a chance associated with it.

LootTreeBuilder
LootTreeNode
Music
RotationControl
TimedDestroySystem
UiAutoTextSystem
UiTimer
UiTimerSystem

Enums

FrictionMode

The way friction is applied.

Traits

ShouldSave

If the tracked resource changes, this will be checked to make sure it is a proper time to save.

UiAutoText

Functions

accelerate_vector

Accelerates the given relative vector by the given acceleration and input. The maximum_velocity is only taken into account for the projection of the acceleration vector on the relative vector. This allows going over the speed limit by performing what is called a "strafe". If your velocity is forward and have an input accelerating you to the right, the projection of the acceleration vector over your current velocity will be 0. This means that the acceleration vector will be applied fully, even if this makes the resulting vector's magnitude go over max_velocity.

amethyst_gamedata_base_2d
counter_impulse

Completely negates the velocity of a specific axis if an input is performed in the opposite direction.

gen_rectangle_mesh

Generates a rectangle 2d mesh.

gen_rectangle_vertices

Generate the vertices of a rectangle.

generate_circle_vertices

Generates vertices for a circle. The circle will be made of resolution triangles.

get_working_dir

Doesn't work if you run cargo run while you are not in the root directory

limit_velocity

Limits the total velocity so that its magnitude doesn't exceed maximum_velocity. If you are using the accelerate_vector function, calling this will ensure that air strafing doesn't allow you to go over the maximum velocity, while still keeping fluid controls.

material_from_color
material_from_png
material_from_texture
set_discord_state

Changes the discord rich presence state, if present in the world.

value_near