pub struct Progress { /* private fields */ }Expand description
Kept as one set of names per list rather than one set of kind:name
keys: the stage list asks after every tile every frame, and a key
built for each lookup was a hundred-odd allocations a frame on a
screen where nothing moves.
Implementations§
Source§impl Progress
impl Progress
pub fn is_cleared(&self, kind: CampaignKind, name: &str) -> bool
Sourcepub fn mark(&mut self, kind: CampaignKind, name: &str) -> bool
pub fn mark(&mut self, kind: CampaignKind, name: &str) -> bool
Records a clear; true when this was the first time.
Sourcepub fn cleared_count(&self) -> usize
pub fn cleared_count(&self) -> usize
How many stages are cleared, over both lists.
Sourcepub fn clear_all(&mut self)
pub fn clear_all(&mut self)
Forget every cleared stage, both lists at once: they share this one record, and half a reset would leave Beach Day open on a beach the player just asked to start over.
Sourcepub fn unlocked(&self, campaign: &Campaign, index: usize) -> bool
pub fn unlocked(&self, campaign: &Campaign, index: usize) -> bool
The classic rule: the first stage is always open, so is any stage you have already cleared, so is the one right after a cleared stage. Player-made levels sit past the built-ins and are never locked: they are yours, and the editor plays them anyway.
Sourcepub fn cleared_in(&self, campaign: &Campaign, range: Range<usize>) -> usize
pub fn cleared_in(&self, campaign: &Campaign, range: Range<usize>) -> usize
How many of this list’s stages are cleared, over one shelf of it. The stage select counts the shipped campaign and the player’s own levels separately: they are two lists on one screen, and one bar over both of them measured nothing in particular.
Sourcepub fn furthest_open(&self, campaign: &Campaign) -> usize
pub fn furthest_open(&self, campaign: &Campaign) -> usize
The furthest stage that is open to play, for resuming the list.
pub fn to_text(&self) -> String
Trait Implementations§
Source§impl Component for Progress
impl Component for Progress
Source§const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::SparseSet
const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::SparseSet
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EntityMapper. This is used to remap entities in contexts like scenes and entity cloning.
When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreimpl Resource for Progress
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impl Freeze for Progress
impl RefUnwindSafe for Progress
impl Send for Progress
impl Sync for Progress
impl Unpin for Progress
impl UnsafeUnpin for Progress
impl UnwindSafe for Progress
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