pub enum AnimEffect {
Show 39 variants
None,
FlashScreen {
frames: u8,
},
ShakeScreenH {
pixels: i8,
frames: u8,
},
ShakeScreenV {
pixels: i8,
frames: u8,
},
ShakeScreenHV {
pixels: i8,
frames: u8,
},
HidePlayerMon,
ShowPlayerMon,
HideEnemyMon,
ShowEnemyMon,
SlideEnemyMonOff,
SlidePlayerMonHalfOff,
SlidePlayerMonOff,
SlidePlayerMonDown,
SlidePlayerMonDownAndHide,
SlidePlayerMonUp,
ResetPlayerMonPosition,
MovePlayerMonH,
BlinkEnemyMon {
times: u8,
},
BlinkPlayerMon {
times: u8,
},
FlashEnemyMonPic,
FlashPlayerMonPic,
DarkScreenPalette,
LightScreenPalette,
ResetScreenPalette,
DarkenMonPalette,
WavyScreen,
SubstituteMon,
TransformMon,
MinimizeMon,
BounceUpAndDown,
SquishMonPic,
SpiralBallsInward,
ShootBallsUpward {
many: bool,
},
PetalsFalling,
LeavesFalling,
WaterDroplets,
ShakeBackAndForth,
ShakeEnemyHud {
variant: u8,
},
Delay10,
}Expand description
High-level effect actions the caller should perform. These map special effects to concrete rendering operations.
Variants§
None
No action needed (effect handled internally or is a no-op).
FlashScreen
Flash/invert the screen palette for N frames.
ShakeScreenH
Shake the screen horizontally by N pixels for M frames.
ShakeScreenV
Shake the screen vertically by N pixels for M frames.
ShakeScreenHV
Shake the screen horizontally and vertically (DoRockSlideSpecialEffects).
HidePlayerMon
Hide the player’s mon sprite.
ShowPlayerMon
Show the player’s mon sprite.
HideEnemyMon
Hide the enemy’s mon sprite.
ShowEnemyMon
Show the enemy’s mon sprite.
SlideEnemyMonOff
Slide the enemy mon off screen.
SlidePlayerMonHalfOff
Slide the player mon partially off.
SlidePlayerMonOff
Slide the player mon fully off the screen (AnimationSlideMonOff: slides 8 tiles, i.e. the whole 7-tile-wide pic, wSlideMonDelay = 3).
SlidePlayerMonDown
Slide the player mon down and hide.
SlidePlayerMonDownAndHide
Slide the mon down and hide with the two-step 7×5/7×3 row-shrink
(AnimationSlideMonDownAndHide, Acid Armor) — distinct from
AnimationSlideMonDown’s plain one-row-at-a-time slide.
SlidePlayerMonUp
Slide the player mon up to original position.
ResetPlayerMonPosition
Reset the player mon to original position.
MovePlayerMonH
Move the player mon horizontally.
BlinkEnemyMon
Blink the enemy mon sprite.
BlinkPlayerMon
Blink the player mon sprite.
FlashEnemyMonPic
Flash the enemy mon picture.
FlashPlayerMonPic
Flash the player mon picture.
DarkScreenPalette
Set screen to dark palette.
LightScreenPalette
Set screen to light palette.
ResetScreenPalette
Reset screen palette to normal.
DarkenMonPalette
Darken the active mon’s palette.
WavyScreen
Wavy screen distortion effect.
SubstituteMon
Substitute doll animation.
TransformMon
Transform mon into another.
MinimizeMon
Minimize mon (shrink).
BounceUpAndDown
Bounce up and down.
SquishMonPic
Squish the mon picture.
SpiralBallsInward
Spiral balls inward.
ShootBallsUpward
Shoot balls upward.
PetalsFalling
Petals falling.
LeavesFalling
Leaves falling.
WaterDroplets
Water droplets everywhere.
ShakeBackAndForth
Shake back and forth.
ShakeEnemyHud
Shake enemy HUD.
Delay10
Delay for 10 frames.
Trait Implementations§
Source§impl Clone for AnimEffect
impl Clone for AnimEffect
Source§fn clone(&self) -> AnimEffect
fn clone(&self) -> AnimEffect
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Debug for AnimEffect
impl Debug for AnimEffect
impl Eq for AnimEffect
Source§impl PartialEq for AnimEffect
impl PartialEq for AnimEffect
impl StructuralPartialEq for AnimEffect
Auto Trait Implementations§
impl Freeze for AnimEffect
impl RefUnwindSafe for AnimEffect
impl Send for AnimEffect
impl Sync for AnimEffect
impl Unpin for AnimEffect
impl UnsafeUnpin for AnimEffect
impl UnwindSafe for AnimEffect
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
impl<ST, DT> CastableFrom<ST, Uninit, Uninit> for DT
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can
then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.Source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be
further downcast into Rc<ConcreteType> where ConcreteType implements Trait.Source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s.Source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s.Source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
Source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
Source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
Source§fn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
key and return true if they are equal.