Struct ascending_graphics::Map

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pub struct Map {
    pub pos: Vec2,
    pub tiles: Vec<TileData>,
    pub lower_buffer: Vec<MapVertex>,
    pub upper_buffer: Vec<MapVertex>,
    pub stores: [Index; 2],
    pub orders: [DrawOrder; 2],
    pub filled_tiles: [u16; 9],
    pub tilesize: u32,
    pub can_render: bool,
    pub camera_type: CameraType,
    pub changed: bool,
}

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§pos: Vec2

X, Y, GroupID for loaded map. Add this to the higher up Map struct. pub world_pos: Vec3, its render position. within the screen.

§tiles: Vec<TileData>§lower_buffer: Vec<MapVertex>§upper_buffer: Vec<MapVertex>§stores: [Index; 2]

Store index per each layer.

§orders: [DrawOrder; 2]

the draw order of the maps. created when update is called.

§filled_tiles: [u16; 9]

count if any Filled Tiles Exist. this is to optimize out empty maps in rendering.

§tilesize: u32§can_render: bool§camera_type: CameraType§changed: bool

if the position or a tile gets changed.

Implementations§

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impl Map

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pub fn create_quad(&mut self, renderer: &mut GpuRenderer, atlas: &mut AtlasSet)

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pub fn new(renderer: &mut GpuRenderer, tilesize: u32) -> Self

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pub fn unload(&self, renderer: &mut GpuRenderer)

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pub fn get_tile(&self, pos: (u32, u32, u32)) -> TileData

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pub fn set_camera_type(&mut self, camera_type: CameraType)

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pub fn set_tile(&mut self, pos: (u32, u32, u32), tile: TileData)

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pub fn update( &mut self, renderer: &mut GpuRenderer, atlas: &mut AtlasSet ) -> Option<Vec<OrderedIndex>>

used to check and update the vertex array or Texture witht he image buffer.

Auto Trait Implementations§

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impl Freeze for Map

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impl RefUnwindSafe for Map

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impl Send for Map

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impl Sync for Map

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impl Unpin for Map

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impl UnwindSafe for Map

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