pub struct Sector { /* private fields */ }Expand description
A division of the simulation plane.
Can & is meant to be bound to a concrete entity that represents it. Contains cool properties which are used for the sector based calculations like: location detection, collision detection.
§States
- Spawned – contains handle to corresponding, spawned
bevy::prelude::Entity - NotSpawned – doesn’t contain handle to any entity, nor any living entity is assigned to it.
Implementations§
Source§impl Sector
impl Sector
Sourcepub const MIN_GAP: f32 = 0.200000003f32
pub const MIN_GAP: f32 = 0.200000003f32
The minimal gap between the 2 poles that restrict passage through this sector.
It is encoded as a fraction of this sector’s height. The positive (and high enough) value of this constant ensures that the hero can always pass through the gap and remain untouched by the obstacles.
Sourcepub const TRANSLATION_Y: f32 = 0f32
pub const TRANSLATION_Y: f32 = 0f32
The y coordinate for all spawned sectors.
pub const DISPLAY_LAYER: f32 = 0f32
Sourcepub const MAX_OCCUPIED_HEIGHT: f32 = 0.800000011f32
pub const MAX_OCCUPIED_HEIGHT: f32 = 0.800000011f32
The maximum fraction of height that can be occupied by obstacles.
Because this value is < 1 (enough less then), hero can pass through every sector untouched. This constant faciliates the compution of quantity of space/passage that is free to be occupied by some obstacles.
pub const UPPER_BOUND_Y: f32 = 450f32
pub const LOWER_BOUND_Y: f32 = -450f32
Sourcepub fn empty_with_translation_x(translation_x: f32) -> Sector
pub fn empty_with_translation_x(translation_x: f32) -> Sector
Creates an empty sector with given translation.x .
Sourcepub fn rand_with_translation_x<R: Rng + ?Sized>(
rng: &mut R,
translation_x: f32,
) -> Self
pub fn rand_with_translation_x<R: Rng + ?Sized>( rng: &mut R, translation_x: f32, ) -> Self
Random instance constructor.
pub fn upper_pole(&self) -> &Pole
pub fn lower_pole(&self) -> &Pole
pub fn entity(&self) -> Result<&Entity, EntityNotSpawned>
pub fn translation_x(&self) -> f32
Sourcepub fn entity_present(&self) -> bool
pub fn entity_present(&self) -> bool
Returns true <==> this logical sector is bound to concrete entity.
pub fn right_bound_x(&self) -> f32
pub fn upper_pole_left_bound_x(&self) -> f32
pub fn upper_pole_right_bound_x(&self) -> f32
pub fn upper_pole_lower_bound_y(&self) -> f32
pub fn lower_pole_left_bound_x(&self) -> f32
pub fn lower_pole_right_bound_x(&self) -> f32
pub fn lower_pole_upper_bound_y(&self) -> f32
Sourcepub fn spawn(
&mut self,
color_rbg: [f32; 3],
cmds: &mut Commands<'_, '_>,
) -> Result<(), EntityAlreadySpawned>
pub fn spawn( &mut self, color_rbg: [f32; 3], cmds: &mut Commands<'_, '_>, ) -> Result<(), EntityAlreadySpawned>
Spawns the corresponding concrete entity for this logical sector object.
Binds self to spawned entity.
pub fn spawn_with_rand_color( &mut self, hero_color_rbg: [f32; 3], cmds: &mut Commands<'_, '_>, ) -> Result<(), EntityAlreadySpawned>
Trait Implementations§
Auto Trait Implementations§
impl Freeze for Sector
impl RefUnwindSafe for Sector
impl Send for Sector
impl Sync for Sector
impl Unpin for Sector
impl UnwindSafe for Sector
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