pub struct CollisionContainer<'a> {
    pub elements: Vec<&'a dyn ViewElement>,
}
Expand description

Contains references to all added objects. Meant to be used specifically for collision calculations

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§elements: Vec<&'a dyn ViewElement>

The elements used to define the collision hitbox. This can be anything that implements ViewElement

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impl<'a> CollisionContainer<'a>

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pub const fn new() -> CollisionContainer<'a>

Create a new CollisionContainer

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pub fn push(&mut self, element: &'a impl ViewElement)

Add an element to the container

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pub fn generate_collision_points(&self) -> Vec<Vec2D>

👎Deprecated: This is now just a proxy for active_points, use CollisionContainer::active_points instead

Return a list of all the positions at which the collision box is active

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pub fn contains(&self, pos: Vec2D) -> bool

Returns true if there is an element from the CollisionContainer at the given coordinates

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pub fn overlaps_element(&self, element: &impl ViewElement) -> bool

Returns true if the given ViewElement is overlapping the CollisionContainer

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pub fn will_overlap_element( &self, element: &impl ViewElement, offset: Vec2D ) -> bool

Returns true if the element will be overlapping the CollisionContainer when the offset is applied

Trait Implementations§

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impl<'a> Clone for CollisionContainer<'a>

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fn clone(&self) -> CollisionContainer<'a>

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<'a> From<Vec<&'a dyn ViewElement>> for CollisionContainer<'a>

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fn from(elements: Vec<&'a dyn ViewElement>) -> Self

Converts to this type from the input type.
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impl<'a> ViewElement for CollisionContainer<'a>

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fn active_pixels(&self) -> Vec<Pixel>

Return a vector of the element’s Pixels - A ColChar. If your whole object is a solid colour, consider using utils::points_to_pixels() which will add the same ColChar to every point and can then be used as this function’s output
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fn active_points(&self) -> Vec<Vec2D>

Return the positions the ViewElement occupies, essentially active_pixels() without the ColChars. This has a default setting that extracts the Vec2Ds from active_pixels but you can set it to something else to make it faster

Auto Trait Implementations§

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impl<'a> !RefUnwindSafe for CollisionContainer<'a>

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impl<'a> !Send for CollisionContainer<'a>

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impl<'a> !Sync for CollisionContainer<'a>

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impl<'a> Unpin for CollisionContainer<'a>

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impl<'a> !UnwindSafe for CollisionContainer<'a>

Blanket 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> 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<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
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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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.