Crate let_engine
source ·Modules
- All errors that can occur in this engine.
Macros
- A macro that makes it easy to create circles.
Structs
- Holds everything about the appearance of objects like textures, vetex/index data, color and material.
- A thread-safe mutable memory location.
- Vertex and index data for the appearance and shape of objects. Has 3 simple presets.
- The struct that holds and executes all of the game data.
- This is what you create your whole game session with.
- A 2-dimensional vector.
Enums
- The 4 Camera scaling modes determine how far you can see when the window changes scale. For 2D games those are a problem because there will always be someone with a monitor or window with a weird aspect ratio that can see much more than others when it’s not on stretch mode. Those are the options in this game engine:
Constants
Traits
Functions
- Creates a 2-dimensional vector.
Type Aliases
Attribute Macros
- Implements GameObject and Camera to an object. Marks an object to be able to be used as a camera and automatically adds a camera field which holds the mode and zoom.
- Implements GameObject on a struct and automaically adds the fields transform, appearance, id and layer to update from and to. Also adds 2 functions. Update and Sync. Update updates the object from the layer system and sync syncs the object to the layer. Those functions panic when the object isn’t initialized to the layer yet.