Crate brkrs

Crate brkrs 

Source
Expand description

You can toggle wireframes with the space bar except on wasm. Wasm does not support POLYGON_MODE_LINE on the gpu.

Keyboard commands:

  • R: Restart current level
  • L: Switch to next level
  • K: Destroy all bricks (for testing level transitions)
  • ESC: Pause game (click to resume)

Modules§

level_format
Level format normalization module
level_loader
pause
Pause and resume system for the game
systems
Game systems module
ui
UI module for the game

Structs§

Ball
BallFrozen
BallHit
Emitted when the paddle collides with the ball. Used by the audio system to play paddle hit sounds.
BallTypeId
Type ID for ball variants (used by texture manifest type_variants). When changed, the ball-type watcher system will swap materials accordingly.
Border
Marker component for sidewall/border entities. Used by per-level texture override system to apply custom sidewall materials.
Brick
BrickHit
Emitted when the paddle collides with a brick. Used by the audio system to play paddle-brick collision sounds.
BrickTypeId
Type ID for brick variants (used by texture manifest type_variants). Applied during brick spawn based on level matrix values.
CountsTowardsCompletion
Marker component attached to bricks that should count toward level completion (i.e. destructible bricks). Indestructible bricks MUST NOT have this component.
GameProgress
GridOverlay
GroundPlane
Marker component for the ground plane entity. Used by per-level texture override system to apply custom ground materials.
LowerGoal
Paddle
A marker component for our shapes so we can query them separately from the ground plane
PaddleGrowing
WallHit
Emitted when the paddle collides with a wall boundary. Used by the audio system to play paddle-wall collision sounds.

Functions§

register_brick_collision_systems
Public helper to register the brick collision + despawn systems on an arbitrary App. Tests can call this to mimic the runtime configuration used by the main app.
run