Struct sprite::Scene
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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>
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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