[−][src]Crate rltk
Re-exports
pub use self::console::*; |
pub use self::textblock::TextBlock; |
pub use self::textblock::TextBuilder; |
Modules
console | |
embedding | |
font | |
rex | |
shader | |
shader_strings | |
textblock |
Macros
add_wasm_support | |
embedded_resource | |
link_resource |
Structs
DijkstraMap | Representation of a Dijkstra flow map. map is a vector of floats, having a size equal to size_x * size_y (one per tile). size_x and size_y are stored for overflow avoidance. max_depth is the maximum number of iterations this search shall support. |
FastNoise | |
Font | RLTK's representation of a font or tileset file. |
Framebuffer | |
HSV | Represents an H/S/V triplet, in the range 0..1 (32-bit float) |
NavigationPath | Holds the result of an A-Star navigation query.
|
PlatformGL | |
Point | Helper struct defining a 2D point in space. |
Point3 | Helper struct defining a 2D point in space. |
RGB | Represents an R/G/B triplet, in the range 0..1 (32-bit float) |
RandomNumberGenerator | |
Rltk | An RLTK context. |
RltkPlatform | Provides a base abstract platform for RLTK to run on, with specialized content. |
Shader | |
SimpleConsole | A simple console with background color. |
SimpleConsoleBackend | |
SparseConsole | A sparse console. Rather than storing every cell on the screen, it stores just cells that have data. |
SparseConsoleBackend | |
WrappedContext |
Enums
CellularDistanceFunction | Cellular noise distance function to use |
CellularReturnType | What type of cellular noise result do you want |
DistanceAlg | Enumeration of available 2D Distance algorithms |
FractalType | Fractal function to use |
HtmlColorConversionError | Error message type when failing to convert a hex code to RGB. |
Interp | Interpolation function to use |
LineAlg | Enumeration of available 2D Distance algorithms |
NoiseType | Type of noise to generate |
VirtualKeyCode | Symbolic name for a keyboard key. |
Constants
Traits
Algorithm2D | Implement these for handling conversion to/from 2D coordinates (they are separate, because you might want Dwarf Fortress style 3D!) |
Algorithm3D | Implement these for handling conversion to/from 2D coordinates (they are separate, because you might want Dwarf Fortress style 3D!) |
BaseMap | Implement this trait to support path-finding functions. |
GameState | Implement this trait on your state struct, so the engine knows what to call on each tick. |
Functions
a_star_search | Request an A-Star search. The start and end are specified as index numbers (compatible with your BaseMap implementation), and it requires access to your map so as to call distance and exit determinations. |
field_of_view | Calculates field-of-view for a map that supports Algorithm2D. |
init_raw | |
letter_to_option | For A-Z menus, translates the keys A through Z into 0..25 |
line2d | Plots a line between two 2D points and returns a vector of points along the line. |
main_loop | Runs the RLTK application, calling into the provided gamestate handler every tick. |
project_angle | From a given start point, project forward radius units at an angle of angle_radians degrees. 0 Degrees is north (negative Y), 90 degrees is east (positive X) |
setup_quad | Sets up a simple VAO/VBO to render a single quad Used for presenting the backing buffer and in post-process chains. |
string_to_cp437 | Converts a string into a vector of u8, CP437 representations of the string |
to_char | |
to_cp437 | Converts a unicode character to a CP437 equivalent, returning 0 if it didn't have a match |