pub struct World { /* private fields */ }
Implementations§
Source§impl World
impl World
pub fn new() -> World
pub fn add_static_tiled_layer( &mut self, static_colliders: Vec<Tile>, tile_width: f32, tile_height: f32, width: usize, tag: u8, )
pub fn add_actor(&mut self, pos: Vec2, width: i32, height: i32) -> Actor
pub fn add_solid(&mut self, pos: Vec2, width: i32, height: i32) -> Solid
pub fn set_actor_position(&mut self, actor: Actor, pos: Vec2)
pub fn descent(&mut self, actor: Actor)
pub fn move_v(&mut self, actor: Actor, dy: f32) -> bool
pub fn move_h(&mut self, actor: Actor, dx: f32) -> bool
pub fn solid_move(&mut self, solid: Solid, dx: f32, dy: f32)
pub fn solid_at(&self, pos: Vec2) -> bool
pub fn tag_at(&self, pos: Vec2, tag: u8) -> bool
pub fn collide_solids(&self, pos: Vec2, width: i32, height: i32) -> Tile
pub fn collide_tag(&self, tag: u8, pos: Vec2, width: i32, height: i32) -> Tile
pub fn squished(&self, actor: Actor) -> bool
pub fn actor_pos(&self, actor: Actor) -> Vec2
pub fn solid_pos(&self, solid: Solid) -> Vec2
pub fn collide_check(&self, collider: Actor, pos: Vec2) -> bool
Auto Trait Implementations§
impl Freeze for World
impl RefUnwindSafe for World
impl Send for World
impl Sync for World
impl Unpin for World
impl UnwindSafe for World
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
Mutably borrows from an owned value. Read more