Paddle is a framework for easy game building for the browser. TODO: more description, README
This module has a copy of quicksilver types to ease transition form quicksilver to something else.
An object to manage the full display area for your game inside the browser.
End of frame as in frames-per-second. Published when drawing has finished.
Handle to frame is returned when adding it to the view manager. Can be used to add listeners. (And potentially other manipulations of the frame are possible in the future)
Buffer for GPU primitives ready to be drawn, after tesselation and all CPU-side transformations have finished
A triangle to draw to the GPU
A vertex for drawing items to the GPU
Helper object to manage resource loading.
Event type and cursor position
Helper struct that can be added to a frame to track advanced cursor updates.
A rectangle with a top-left position and a size
Allocates FloatingText units
A 2D transformation represented by a matrix
A 2D vector with single-precision floating point numbers
Rust representation of a set of common keys. The names match the Key Code Values. The keys listed should all have the same representation on all platforms.
Rust representation for key event types. Has a one-to-one correspondence to browser events.
Rust representation for mouse and touch event types.
A frame takes up some area on the screen where it is drawn and reacts to UI events.
Some object that can be rendered to a GpuMesh with only the position as parameter
A Scalar type that can be converted to a component of a Vector
Returns an asynchronous BLOB.
Use this if the state has already been registered previously.
Share anything with all other activities in background and foreground
Share anything with all foreground activities