pub struct GameState {
pub score: i32,
pub level: i32,
pub is_game_over: bool,
}Fields§
§score: i32§level: i32§is_game_over: boolImplementations§
Trait Implementations§
Source§impl ResourceTrait for GameState
impl ResourceTrait for GameState
Source§impl TryFromVal<Env, &GameState> for Val
impl TryFromVal<Env, &GameState> for Val
type Error = ConversionError
fn try_from_val(env: &Env, val: &&GameState) -> Result<Self, ConversionError>
Source§impl TryFromVal<Env, GameState> for Val
impl TryFromVal<Env, GameState> for Val
type Error = ConversionError
fn try_from_val(env: &Env, val: &GameState) -> Result<Self, ConversionError>
Source§impl TryFromVal<Env, Val> for GameState
impl TryFromVal<Env, Val> for GameState
type Error = ConversionError
fn try_from_val(env: &Env, val: &Val) -> Result<Self, ConversionError>
Auto Trait Implementations§
impl Freeze for GameState
impl RefUnwindSafe for GameState
impl Send for GameState
impl Sync for GameState
impl Unpin for GameState
impl UnsafeUnpin for GameState
impl UnwindSafe for GameState
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Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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impl<T, U, V, W, E, C> Compare<(T, U, V, W)> for C
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fn compare( &self, a: &(T, U, V, W), b: &(T, U, V, W), ) -> Result<Ordering, <C as Compare<(T, U, V, W)>>::Error>
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