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World

Struct World 

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pub struct World {
    pub player: Player,
    pub tuning: Tuning,
    pub spawn: Spot,
    pub respawn: bool,
    pub tick: u64,
    pub events: Vec<Event>,
    pub abilities: Vec<Box<dyn Ability>>,
    /* private fields */
}
Expand description

The character’s movement: its body, its feel, and the bookkeeping between steps. The world around it is a Terrain passed to every World::step, so it stays yours.

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§player: Player

The character’s body.

§tuning: Tuning

The movement feel.

§spawn: Spot

Where it starts, and comes back to after falling out (units).

§respawn: bool

Put it back at World::spawn when it falls out (an Event::FellOut is reported either way).

§tick: u64

Steps taken so far.

§events: Vec<Event>

What happened in the last step.

§abilities: Vec<Box<dyn Ability>>

Moves of your own, run in every step in this order (see Ability).

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impl World

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pub fn new(tuning: Tuning, spawn: Spot) -> Self

A character standing at spawn (units).

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pub fn scale(&self) -> i32

Pixels of the game’s terrain per unit: 1 for a world stepped on its own, k under a crate::Platformer with a Builder::scale(k). Abilities get it as Step::scale, to ask a terrain they find in its pixels.

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pub fn on(level: &Level, tuning: Tuning) -> Self

A character at level’s spawn tile.

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pub fn ability<T: Ability + 'static>(&self) -> Option<&T>

The first ability of type T, to read its state (a charge level, a phase): for a driver of its animation, or the game.

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pub fn ability_mut<T: Ability + 'static>(&mut self) -> Option<&mut T>

World::ability, to change.

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pub fn step(&mut self, terrain: &mut dyn Terrain, intent: &Intent)

Advance one step of DT with intent in terrain. World::events then holds what happened in this step.

It runs World::act, the terrain’s Terrain::update and World::settle; several characters on one terrain run those apart, so the terrain updates once per step (see crate::Party).

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pub fn act(&mut self, terrain: &mut dyn Terrain, intent: &Intent)

The first part of a step: the character moves (your abilities, the built-in moves, refills, bouncy ground), the terrain doesn’t update yet.

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pub fn act_among( &mut self, terrain: &mut dyn Terrain, intent: &Intent, others: &[Rect], )

World::act beside other characters, whose bodies its abilities see in Step::others (a crate::Party passes them).

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pub fn settle(&mut self, terrain: &mut dyn Terrain, extra: Option<(f32, f32)>)

The last part of a step, after the terrain’s update: moving ground (and conveyor belts) carry the character (extra adds to how far, for riding on other characters), and it may be squished or fall out.

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pub fn respawn_at(&mut self, at: Spot)

Start over at at (units): a fresh body, standing, with everything refilled, and an Event::Respawned in World::events. For hazards and checkpoints; World::spawn stays as it is.

Trait Implementations§

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impl Clone for World

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fn clone(&self) -> Self

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

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

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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 Driver<World> for HeroDriver

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fn drive(&mut self, w: &World, p: &mut Params)

Set params from subject: bools and floats every time, triggers when something happened.

Auto Trait Implementations§

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impl !RefUnwindSafe for World

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impl !Send for World

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impl !Sync for World

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impl !UnwindSafe for World

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impl Freeze for World

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impl Unpin for World

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impl UnsafeUnpin for World

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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> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
where ST: ?Sized, DT: ?Sized,

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impl<ST, DT> CastableFrom<ST, Uninit, Uninit> for DT
where ST: ?Sized, DT: ?Sized,

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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> Downcast for T
where T: Any,

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fn into_any(self: Box<T>) -> Box<dyn Any>

Convert 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.
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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fn as_any(&self) -> &(dyn Any + 'static)

Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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where T: FromSample<S> + ToSample<S>,

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impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self> ⓘ

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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