Struct sprite::Scene [] [src]

pub struct Scene<I: ImageSize> {
    // some fields omitted
}

A scene is used to manage sprite's life and run animation with sprite

Methods

impl<I: ImageSize> Scene<I>
[src]

fn new() -> Scene<I>

Create a new scene

fn event<E>(&mut self, e: &E) where E: GenericEvent

Update animation's state

fn draw<B: Graphics<Texture=I>>(&self, t: Matrix2d, b: &mut B)

Render this scene

fn draw_tinted<B: Graphics<Texture=I>>(&self, t: Matrix2d, b: &mut B, c: [f32; 3])

Render this scene with tint

fn run(&mut self, sprite_id: Uuid, animation: &Behavior<Animation>)

Register animation with sprite

fn pause(&mut self, sprite_id: Uuid, animation: &Behavior<Animation>)

Pause a running animation of the sprite

fn resume(&mut self, sprite_id: Uuid, animation: &Behavior<Animation>)

Resume a paused animation of the sprite

fn toggle(&mut self, sprite_id: Uuid, animation: &Behavior<Animation>)

Toggle an animation of the sprite

fn stop(&mut self, sprite_id: Uuid, animation: &Behavior<Animation>)

Stop a running animation of the sprite

fn stop_all(&mut self, sprite_id: Uuid)

Stop all running animations of the sprite

fn running(&self) -> usize

Get all the running animations in the scene

fn add_child(&mut self, sprite: Sprite<I>) -> Uuid

Add sprite to scene

fn remove_child(&mut self, id: Uuid) -> Option<Sprite<I>>

Remove the child by id from the scene's children or grandchild will stop all the animations run by this child

fn child(&self, id: Uuid) -> Option<&Sprite<I>>

Find the child by id from the scene's children or grandchild

fn child_mut(&mut self, id: Uuid) -> Option<&mut Sprite<I>>

Find the child by id from this sprite's children or grandchild, mutability