pub enum Collider {
    NoCollider,
    Poly(Vec<Vec2>),
}
Expand description

Represents the collider (or lack thereof) of a sprite. Two sprites need to have colliders AND have their Sprite.collision fields set to true to generate collision events. See the collider example to create your own colliders

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NoCollider

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Poly(Vec<Vec2>)

Implementations§

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impl Collider

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pub fn rect<T: Into<Vec2>>(topleft: T, bottomright: T) -> Self

Generate a rectangular collider based on top-left and bottom-right points

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pub fn poly<T: Into<Vec2> + Copy>(points: &[T]) -> Self

Convert a slice of Vec2’s into a polygon collider. This is helpful if you want to hard-code colliders in your code as arrays or vectors of Vec2.

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pub fn circle_custom(radius: f32, vertices: usize) -> Self

Generate a polygon circle approximation with the specified radius and amount of vertices

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pub fn circle(radius: f32) -> Self

Generate a 16-vertex polygon circle approximation. 16 was chosen as the default as it works quite well with the circular sprites in the asset pack.

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pub fn is_poly(&self) -> bool

Whether or not the collider is a Collider::Poly.

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pub fn is_convex(&self) -> bool

Whether the points in the collider represent a convex polygon (not concave or complex). This is important, because Rusty Engine’s collision detection doesn’t work correctly unless colliders are convex polygons.

This implementation is based on Rory Daulton’s answer on https://stackoverflow.com/questions/471962/how-do-i-efficiently-determine-if-a-polygon-is-convex-non-convex-or-complex?answertab=votes#tab-top

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pub fn points(&self) -> Vec<Vec2>

Returns a Vec<Vec2> containing the points of the collider, or an empty Vec if there is no collider.

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pub fn colliding(sprite1: &Sprite, sprite2: &Sprite) -> bool

Whether or not two sprites are currently colliding. This method ignores the collision field of the sprites.

Trait Implementations§

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impl Clone for Collider

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fn clone(&self) -> Collider

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Collider

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for Collider

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fn default() -> Collider

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for Collider

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl PartialEq for Collider

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fn eq(&self, other: &Collider) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Serialize for Collider

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl StructuralPartialEq for Collider

Auto Trait Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U

Return the T [ShaderType] for self. When used in [AsBindGroup] derives, it is safe to assume that all images in self exist.
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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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fn borrow_mut(&mut self) -> &mut T

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impl<T> Downcast for T
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Returns the argument unchanged.

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Creates Self using data from the given World.
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Calls U::from(self).

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fn erased_serialize(&self, serializer: &mut dyn Serializer) -> Result<Ok, Error>

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