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
- Ball
Frozen - BallHit
- Emitted when the paddle collides with the ball. Used by the audio system to play paddle hit sounds.
- Ball
Type Id - 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
- Brick
Hit - Emitted when the paddle collides with a brick. Used by the audio system to play paddle-brick collision sounds.
- Brick
Type Id - Type ID for brick variants (used by texture manifest type_variants). Applied during brick spawn based on level matrix values.
- Counts
Towards Completion - Marker component attached to bricks that should count toward level completion (i.e. destructible bricks). Indestructible bricks MUST NOT have this component.
- Game
Progress - Grid
Overlay - Ground
Plane - Marker component for the ground plane entity. Used by per-level texture override system to apply custom ground materials.
- Lower
Goal - Paddle
- A marker component for our shapes so we can query them separately from the ground plane
- Paddle
Growing - 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