[][src]Enum babalcore::SlabKind

pub enum SlabKind {
    Void,
    Floor,
    HighLight,
}

Different kind of slabs (those rectangles the ball can roll on).

Variants

Void

Nothing there, Void means empty. Preferring this implementation over an Option as this is really critical and low-level, and an Option would imply pointer and possibly a non-contiguity pf data.

The base index is -1, this way the floor is 0, so they translate directly into MeshLibrary items.

Floor

Default slab kind, a basic stuff one can roll on.

HighLight

HighLight is a highlighted slab, just a visual effect. It should never be returned by the level API, only be used for rendering within Godot.

Implementations

impl SlabKind[src]

pub fn as_item(self) -> i64[src]

pub fn from_item(item: i64) -> Self[src]

Trait Implementations

impl Clone for SlabKind[src]

impl Copy for SlabKind[src]

impl Debug for SlabKind[src]

impl Display for SlabKind[src]

impl Eq for SlabKind[src]

impl PartialEq<SlabKind> for SlabKind[src]

impl StructuralEq for SlabKind[src]

impl StructuralPartialEq for SlabKind[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T> ToString for T where
    T: Display + ?Sized
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<V, T> VZip<V> for T where
    V: MultiLane<T>,