pub struct Level {
pub walls: Vec<BodyId>,
/* private fields */
}Expand description
The result of World::build_level.
Fields§
§walls: Vec<BodyId>Wall bodies that were created.
Implementations§
Source§impl Level
impl Level
Sourcepub fn point(&self, marker: char) -> Option<Vec3>
pub fn point(&self, marker: char) -> Option<Vec3>
Center of the first tile marked with marker, e.g. the player start.
Examples found in repository?
examples/beacon.rs (line 40)
32 fn new(ctx: &mut Context) -> Self {
33 ctx.audio.register("step", Synth::noise().length(0.08).decay(60.0));
34 ctx.audio.register("wall", Synth::sine(90.0).length(0.15).decay(25.0).volume(0.8));
35 ctx.audio.register("beacon", Synth::sine(1320.0).length(0.08).then(Synth::silence(0.04)).then(Synth::sine(1320.0).length(0.08)).then(Synth::silence(0.8)));
36 ctx.audio.register("found", Synth::sine(440.0).sweep_to(1200.0).length(0.6).decay(4.0).volume(0.3));
37
38 // Every character is a 2 meter tile: walls, the player start and three beacons.
39 let level = ctx.physics.build_level(MAP, 2.0);
40 let player = ctx.physics.add(Body::kinematic(level.point('P').unwrap()).with_sphere(0.4).with_tag("player"));
41 ctx.follow(player); // the ears go wherever the player goes and face where it faces
42
43 let mut beacons = Vec::new();
44 for spot in level.points('B') {
45 let beacon = ctx.physics.add(Body::sensor(spot).with_sphere(0.8).with_tag("beacon"));
46 ctx.loop_on(beacon, "beacon"); // stops by itself when the beacon is removed
47 beacons.push(beacon);
48 }
49 Self { player, beacons, clock: Timer::new() }
50 }More examples
examples/driving.rs (line 48)
29 fn new(ctx: &mut Context) -> Self {
30 // Engine: a low buzz that loops without clicks (whole cycles, no fades).
31 let engine = Synth::saw(55.0).length(1.0).attack(0.0).release(0.0).volume(0.25)
32 .with(Synth::square(110.0).length(1.0).attack(0.0).release(0.0).volume(0.08));
33 ctx.audio.register("engine", engine);
34 ctx.audio.register("horn", Synth::square(415.0).length(0.5).volume(0.25).with(Synth::square(523.0).length(0.5).volume(0.2)));
35 ctx.audio.register("shift", Synth::noise().length(0.04).decay(90.0).volume(0.3));
36 ctx.audio.register("crash", Synth::noise().length(0.4).decay(10.0).volume(0.8).with(Synth::sine(80.0).sweep_to(30.0).length(0.3)));
37 ctx.audio.register("start", Synth::saw(40.0).sweep_to(55.0).length(0.6).volume(0.3));
38 ctx.audio.register("garage", Synth::sine(880.0).length(0.15).decay(10.0));
39
40 let level = ctx.physics.build_level(MAP, 6.0);
41 let sounds = |v: Vehicle| {
42 v.with_engine_sound("engine")
43 .with_horn_sound("horn")
44 .with_shift_sound("shift")
45 .with_crash_sound("crash")
46 .with_start_sound("start")
47 };
48 let car_start = level.point('P').unwrap_or(Vec3::ZERO);
49 let car = ctx.physics.add(Body::car(car_start).with_facing(90.0).with_vehicle(sounds(Vehicle::car().with_fuel(5.0, 8.0))));
50 let truck_start = level.point('T').unwrap_or(Vec3::ZERO);
51 let truck = ctx.physics.add(
52 Body::truck(truck_start).with_facing(90.0).with_vehicle(sounds(Vehicle::truck()).engine_off()),
53 );
54 let garage_at = level.point('G').unwrap_or(Vec3::ZERO);
55 let garage = ctx.physics.add(Body::sensor(garage_at).with_box(6.0, 6.0, 3.0).with_tag("garage"));
56 ctx.loop_on(garage, "garage");
57 ctx.follow(car);
58 Self { car, truck, driving: car, garage }
59 }Sourcepub fn points(&self, marker: char) -> Vec<Vec3>
pub fn points(&self, marker: char) -> Vec<Vec3>
Centers of all tiles marked with marker, from north-west to south-east.
Examples found in repository?
examples/beacon.rs (line 44)
32 fn new(ctx: &mut Context) -> Self {
33 ctx.audio.register("step", Synth::noise().length(0.08).decay(60.0));
34 ctx.audio.register("wall", Synth::sine(90.0).length(0.15).decay(25.0).volume(0.8));
35 ctx.audio.register("beacon", Synth::sine(1320.0).length(0.08).then(Synth::silence(0.04)).then(Synth::sine(1320.0).length(0.08)).then(Synth::silence(0.8)));
36 ctx.audio.register("found", Synth::sine(440.0).sweep_to(1200.0).length(0.6).decay(4.0).volume(0.3));
37
38 // Every character is a 2 meter tile: walls, the player start and three beacons.
39 let level = ctx.physics.build_level(MAP, 2.0);
40 let player = ctx.physics.add(Body::kinematic(level.point('P').unwrap()).with_sphere(0.4).with_tag("player"));
41 ctx.follow(player); // the ears go wherever the player goes and face where it faces
42
43 let mut beacons = Vec::new();
44 for spot in level.points('B') {
45 let beacon = ctx.physics.add(Body::sensor(spot).with_sphere(0.8).with_tag("beacon"));
46 ctx.loop_on(beacon, "beacon"); // stops by itself when the beacon is removed
47 beacons.push(beacon);
48 }
49 Self { player, beacons, clock: Timer::new() }
50 }Trait Implementations§
Auto Trait Implementations§
impl Freeze for Level
impl RefUnwindSafe for Level
impl Send for Level
impl Sync for Level
impl Unpin for Level
impl UnsafeUnpin for Level
impl UnwindSafe for Level
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