Expand description
Everything you need to write a game: use game_toolkit::prelude::*;.
Re-exports§
Modules§
- transform
- Minimal column-major 4x4 matrix helpers for building 3D model transforms.
Structs§
- AppConfig
- Assets
- Audio
- Camera2D
- 2D orthographic camera. Default coordinate system: top-left origin, pixels.
- Camera3D
- Perspective camera. Set
Camera3D::eye/Camera3D::targetto move it. - Circle
Instance - Context
- Frame
- Gamepad
- Per-controller state, with the same held / just-pressed / just-released model as the
keyboard. Obtain via
Input::gamepadsorInput::first_gamepad. - Gamepad
Id - Gamepad ID.
- Graphics
- Input
- MeshId
- Handle to a mesh uploaded via
crate::Graphics::create_mesh. - Mesh
Instance - One instance of a mesh: a column-major model matrix and a tint color.
- Mesh
Vertex - One mesh vertex: position and normal, both in model space.
- Painter
- SoundId
- Sprite
Instance - Texture
Id - Tilemap
- Grid tilemap backed by an atlas.
tilesindexes into the atlas left-to-right, top-to-bottom; index0is treated as empty and skipped. - Time
Enums§
- Axis
- Gamepad’s elements which state can be represented by value from -1.0 to 1.0.
- Blend
Mode - Button
- Gamepad’s elements which state can be represented by value from 0.0 to 1.0.
- Game
Event - Key
- Code representing the location of a physical key
- Mouse
Button
Traits§
- Camera
- A camera with a
view_projmatrix, implemented by bothcrate::Camera2DandCamera3Dso a pipeline can be fed by either. - Game